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A NEWSFIELD PU&UCATtQN 
TX: 009 AUGUST 1988 



£1.25 

DM7.50 

US$3.50 
CAN $3.95 




EXCLUSIVE! 

CAPCOM HIT HOME 

And Arcades simultaneously 




MSX-MUSIC 

'The best sound on any 

computer' 

Jon Bates talks MIDI 

and Yamaha 

WIN! 

A massive Swatch Clock 
Expenses-paid 
day at PC Show 
Singing Alien Hat 




Are ghosts learning 
to be hackers? 



16-BIT 

FOR £299 Amstrad join the fray 



JOURNEY INTO 
THE LAIR 

Laser Disc Interactive - are Microdeal 
mad or marvellous? 



Archimedes • Amiga • Atari ST • Amstrad CPC • Commodore 64/128 
• Spectrum 48/1 28 • MSX • Games Consoles 



"7^7D"72670 






\ 




PSYCHO PIC 



'i 



1 know whicL. 
rather play with, 
"Yes, but have you seen 
the reviews For 





■H* 




SKONAMI 



SUPER 
ACTION 
ARCADE HITS 








SPECIAL ARCADE 

PACK AT YOUR 

RETAILER 

NOW! 



/ / 









m 



f'-% 



S. 



Ways a knaokcul frantic 
WW In Ihe cfossfoom. 
tocher loom and the Ngfi 
itfooi s a Me r lq Mknap. 
doo? owack. ikow bote and 
pal . but con you make 
rwin hood hit to** i*rt*j to hr* 
gjrHriartcJ? 



Conmumg rh* C J ialton g * 
where FR ACK did H6.D' o* 
d»r Archly Ska*) Shwhng 
<aid Weigh! Lifting ore just 
torn* or in* taotyieo event* 
to kit your skM antl itamna 



li 1 * ***fy prison warden's 

mgr*™re - the inmate* ] 
ho* broken out These mem 
are hardened crlmmatt. 
Orfnfrd 16 If* nW and aren't 
□haid to gun you all down 
JuJJ mov* in. knock en-, 
down and round *m up 
Ecvyl 



tt)u con almost Feel rhe tension 4 

the i>g moicti breaking fflfougjril 
the screen .. . rhe eiipeciarrtt 
crowd isalnncEtoolcipoly^ouI'ltouI 
return the servtc* with a top-spin! 
Backhand, Ihen a Forehand | 
Back-spm. rhe ball bounce* high] 
ham your opponent's toopingJ 
detehsiv* lob SMASH! a] 

great shot opera th* score 



iO AVAILABU 
ON DISK 



MSCUF THE GAPTlVeSI ibu 
Or* htptilv troinwd combof 
mochne. tour mtfsiai 
irilltwi* al tour vnsmy 
Strategic Defence 

lra«qllt3K*ns - oton*. ogomst 
Immeasurable odds. 



BaN 

opponents to combat as you I 
advance 10 become al 
b»oc*-belr master. Authentic I 
righting nigw with 4 1 
dWtWnt tacattons 



!.-'■ 



Our hero hat finally I 
mmUltil rhe 'jrcfet mart al [ 
art "OHM'S SHACMJr* but ts 
(tapped by triad gangs. With [ 
kicks ana OthVf •*cr*r| 
p o w e r s, escape from and I 
travel $H*CHIN-$ rood | 
totrwedorri 



1h« plan*! Nemesis, S 
under an aU«xii 
Oisook beings from fhe sub- 
space star elusiet of 
Sadtw «jn Vau w* need an 
your courage and 
Danoansfoitari to wtn Sst 
ready to Had aKI 



"Jf^S 



4C/W 



Gel rrtra 11% and you'll never get I 
Out . . The plan - coctenomel 

JACKAL - Is to drop a squadj 
of A crack troops behind enemy! 

lines. Rescue a group of prisoners I 

and vvtvhf under crrtoek, deliver I 

them to helipads Their f*tai| 

objective I* to knochoul one«T»yf 

heaapuarfers.. Simple eh? 




.4, 



^_ 



CENTRAL 



— — 



■FS7FRM2H. 



xtmal 



; 




Become a grahd-fncster but 
to achieve mi you muii 
Oeteat a uarlety ot deadly 
opponents, armed with 
dlt&rnir -skills, and weapons | 
and must be overcome with 
o combination of 4 drtoren 
attack rnovev 



CASSETTE 



;\T.-'A^n 



THIS ISSUE 



KGl/MK 



7 NEWS 
12 PREVIEWS 
29 REVIEWS 
68 GETTING ADVENTUROUS 

72 FANTASY GAMES 

73 COMPETITION RESULTS 



T« PLAY BY MAIL 
80 CONFRONTATION 
OP 

83 GOING OVERBOARD 

84 MUSIC MATTERS 
82 MERCY DASH 

181 READER CLASSIFIEDS 

109READERPAGE 

111 INFORMATION DESK 

113 ENDPIECE 



ffi/m/RK 



18 I ACCUSE 

Mel Croucher discovers 
some famous films which 
have borrowed tfw themes 

21 TEARS IN RAIN 

Part Two of our Cyberpunk 
feature - the seminal films 

28 THE BIGGEST POSTER 
Deluxe Photolab is latest in a 
line of Amiga colour 
production processors 

74 DISNEY SPELLS 

Microdeal are selling the 
laser disc game Dragon's 
Lair. We tell you what to 
expect 



88 GISMO VIDEO 

Part Two of Mel's delve into 
video and computers looks at 
periptierals 

80 CAPCOM COUNTDOWN 
G0 ! is releasing three major 
Capcom coin-ops and 
computer game versions 
simultaneously-exclusive 
preview 

98 MACHINE SPOOKS 
Are ghosts learning to hack 
computers? TGM 
investigates the haunting* 
108 GAMES CHAMPIONSHIP 
PROGRESS 
Update on the exciting 
National Computer Games 
Championship sweeping 
Britain 



coHpemtoNS 

25 BETTER DEAD THAN 
ALIEN 

Electra all-expenses-paid 
VIP days at the 1 9ftB PC 
Show f or 1 1 peopto, plus 
£1 00 spending cash for the 

winner 

7S ALIEN SYNDROME 

Win a singing alien hat, plus 
copies of the hit game from 
ACE 





82 WHERE TIME STOOD 
STILL 

No time to lose, Lautrec, if 
you want a giant Swatch 
Clock from Ocean, plus other 
goodies 



Issue 10 of THE GAMES MACHINE goes on sale from August IS, see 
page 1^1 for details - don't miss it because it will be packed with 
essential features, reviews and articles - as usual! 



EDfTMUML 47GrmtHia. Luditrw, Stimfahire SYS }QS B 0S&4 5851/2/3 Edttnr Oliver Fre> IhWhI Editor: Nih Wild Production Editor Bamaby Page Softmn riinMaiitor fltcharfl Eddy 

Staff Writ**: Robin Hoag, Stuart Wynna Editorial Antftut: Frances Mable FHOtinpapri), Cameron Pound, Michael Paikmson lAssistant; Catrtrihrtan: Jon Bates. Room Candy. Mark Caswell. Me 
Crouch* Robin E**iS Roger Ksan, John Woods, MC Wynne HMOUCTim t/2 King Street, Lotto*. Sftnjpshfrf $Y9 1« S05W 5851/2/3 Pradn ri lin tUm |i r Jonathan Rignalr 
*rt Dkicton Madue Kendnck frrTT-r Wayne Allen PraMtoi Tim: Matifrew Lrmndeil. Ian Chubb. Murine Priest. Meivm Fisher Hofcert Mimchamp Editorial Wrtcfct Roger kaan 
Geofl Grimes AiwwawHtot MtoUfiR Roger Burnett MiiUiiimul Satea ExkuVvm: Andrew Smgi«s Sarah Chapman Milttol' Jackie Moms * (ttSB4i 4b0j M iOiU) MA2 
I Caret Kinwy SttMCMPTUMS Darose Roberts POBox2Q, iurf/ow. SfopsWre 5W rrw Typeset by trie f«to*n Seal PlW, lurfflaw Colour origination by Scaa Stodto* Wallace Road, 
London HI Printed m England by Carttfc MM Oftoat AewtDwn Trarfmg Fsfafe. Cartsfe. Cumbne CA2 7NR-a member or the EtfCC Gruup. Distribution by CQMM, Tanstock toad. *Hesf Drayton. 



i TIN EdHori dacJUon a drill «■ Ml mum nl«tlng Id riprilutitMi tnd while wt aflw ptdk In good film. Mlevmf tfwm to t» rvWl*Wt, H MWnttttrtg vntomrt lwf» fhha 1 g#ttt Hurt htt to** 

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ifj ■■■uiiiiiii hit -niuTttffiTirr-T- — covu ocaa « uustutm ar (Una net 



TGM TX 009:8-885/116 








CTRUM 48 ' \H C 


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KWTaL fj . Juy ?ai 






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What if you could buy all these hit games in a special pack for the price of one.,. 
Wouldn't that be fantastic? 

And what if there was an extra FREE game included -say the best selling 
martial-arts simulation "Vie Ar Kung Fu". Wouldn't that be sensational? J | f 



ran 



ran 




em 



W 



s^S 



It's called... 





tH 




a 



^llicf 



33 



Kthew^ 






1 \ v / W 

\ ^1 


Hi 

1 1 



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t& 1 


•^ ii *d 

1 M^fuL^I 



1 



SPECTRUM, 

AMSTRAD, 

COMMODORE 

CASSETTE 



Arifi of course it's courtesy of 




You 

can buy 

it on 



December 1st 



OK? 

Ocean House -6 Central Street ■ Manchester - M2 5NS ■ Telephone: 061-832 6633 ■ Telex. 66997 



NEWS 



£100 Amiga price cut 
heralds war with ST 



by Stuart Wynne 

The much- rumoured £100 cut ill the 
price of the Amiga A 500 finally 
happened in June, bringing it down to 
almost exactly ihc same price as ihe 
Atari 520STFM - E399 including 
VAT. 

But the Amiga price does not 
include a £25 modulator lo link il to 
the TV. or a games software bundle - 
so the ST snll saves money in practice. 

And though there 1 ! talk 01 
Commodore commi^nntrtg Amiga 
demos from software houses, the 
manufacturer has no plans to match 
the ST's bundle, which includes £400 
worth of i mostly | well -regarded 
software. 

Analysis: Commodore's price ml 
brings the two major 16-htt games 
machines dkraer than they've ever 
been before, 

The move should please the 
Amiga's designers - they planned il as 
a state-of-the-art games machine. But 
unfortunately when Commodore 
lilted the Amiga so much they bought 




ihe company, financial problems 
forced them to promote the computer 
in the far more lucrative business 
market- 
Ever since then, ihe cheaper ST has 
dominated the British games market 
tO much so that Gallup's first gamcv 
. h.trr measuring value rather volume 



Commodore's Amiga A5LM): 
another tosh at ST-kitting 



of sales had [he ST second only to ihe 
long-established Spectrum, 

The launch of the Amiga A5U0 wiih 
keyboard, computer and disk drive In 
one package IS months ago seemed 
designed a> an ST -killer. But 
Commodore was determined not to 
undercut Amiga prices on the 
Continent, -and kepi prices relatively 
high. 

ii tvas afraid thai cheap British 
Amigas would he sold by independent 
'grey market' dealers abroad where 
recommended retail prices were 
higher - thus cutting into 
Commodore's own Cunl i iK'tiiakalc-v 

Now, however. Commodore is 
taking more control of where its 
products end up, so n has no 
misgivings about the UK price cut. 

Nest month TGM will bring the first 

reports on S'l I Amiga sales as the 

battle hots up - but the gumma fa i 
slow lime for computet Sties, so the 
price war wont gel Into full swing till 
the autumn. And by ihcn the high 
price of dynamic RAM chips could 
have fallen, bringing about a further 
cul-and-lhrust of price slashes . . . 

Commodore has also knocked 
down the C64 price to El 49 (including 
VAT. 10 sports games, tape recorder 
and joystick), while C64 software 
sales in the US leapt by a market- 
sweeping 42% in the lirst few months 
of this year - despite Commodore's 
attempts lo concentrate on the Amiga 
in Amenta 



Murdoch, Amstrad join 
for satellite space race 



by Rabin Hogg 

Bv mid 1989 the UK public could 
hive 26 TV channels - if the 
partners tup between newspaper 
propnetor Rupert Murdoch and 
AjBStnd boss Alan Sugar takes off, 
and other satellite plans succeed. 

Computer manufacturer Amstrad 
will sell a 60-centimetre satellite dish 
Ear l!99 including VAT - installation 
will t^ around £40- whereas existing 
systems Start at almost £50O. And il 
will receive the four Sky satellite 
channels which Murdoch starts 
broadcasting early nexl year (see 

box) 

But the Asira satellite, due for a 
November launch into space, will be 
able to transmit up to 16 channels — 
Leaving room for more entrepreneurs 
lo set up their own satellite StarJet a 

At the launch of the partnership, 
Murdoch {who owns The Sun, the 
News Of The World. The Times and the 
StauUiy Times) emphasised that the 
deal was 'bringing for the first lime 
real choice H viewing' 

Press tycoon Robert Maxwell {The 
pasly Mime et alh Murdoch's 
archrival, will also reach fur ibe skies 
next year. In partnership with British 
Telecom and WH Smith he will offer 
up io six channels from the British 
Satellite Broadcasting i BSRr satellite, 
due for an August 1*89 lift oil. 

The Maxwell venture will rely on 



subscripiions and pay-far- whai-you 
watch charges whereas Murdoch's 
Sky channels will depend on 
advertising revenue and charge 
viewers nothing beyond the hardware 
purchase, 

Murdoch already has one Sky 
channel, which has been losing 
money since its inception. 

Analysts: When Rupert Murdoch. 
A l.i 1 1 Sugar and Robert Maxwell cross 
path* there a re bou mini be explo\iuns 
m the satellite-crowded sky. 

Sugar and Murdoch have poured 
scorn on MaxwefhBSB's adoption of 
ihe r>MAt (multiplexed analogue 
component) system - they prefer the 
common PAL formal for TV 
transmissions. 

D-MAC is regarded as superior to 
PAL - it can transmit 20.25 megabits 
of data per second as well as the TV 
picture, allowing the BS& satellite to 
broadcast top-quality sound with Its 
programmes or teletext -like 
information services. 

However, P-MAC transmissions 
cannot be received by PAL dishes or 
vice versa. A situation akin to the 
fmsirating VHS/Betamax divide in 
video may develop. 

The British governmenl also 
jumped on the satellite bandwagon 
last month with a much-mocked 
scheme GO iransmit Channel 4 and 
BBC Ir'iii satellite. But it would be 



On the edge: satellite TV 

could seen bring 24 Hears a 
day of new films like 
Crocodile Dundee II 



politically difficult to make a public- 
financed channel such as BBC2 
available only to satellite owner. 

Trade And Industry Secretary Lord 
Young said - ironically, on BBC 
Radio 4 - I hat 'tcTTeslriat' (k 
ordinary) transmissions of ihe two 
channels would continue till hall of 
British households had satellite 
dishes. 

The Earth-based frequencies left 
vacant by the departure of EBC2 and 
Channel 4 to the skies would then be 
given to other private-enterprise TV 
surJoas 

Bui the bandwagon could roll in 
either direction before (hen. 




The limits of Sky 



Satellite TV will bring choice to the 
greai viewing pubft -but will it h? 
a freedom of choice between 
mi, om reruns, insipid films and 
endless Amerw an Euoiball? 

Rupert Murdoch*) Sky satellite 
TV will fall into lour distinct 
channels. 

■ The main Sky Channel will be 
24-bour*-a~day general 
entertainment, with I ft hour* ol 

improved qaaUly' including si* 
hours ollhf arts 

■ Sky Nrws will he a 24 -hour 



news channel ta j styk similar to 
the American Cable Network 
News (CNN). 

■ Sky Movies is potentially ike 
best Lhanne! on offer - Mik>' 
own* the 20th Century Fox film 
studio, so he ran uke hi* pick ul 

ihe MoCJtbsiSMf*. 

■ Sky Spmi«i is meeting With 
opposition horn wh Smith's 
ScmsiSport uielliie channel, 
who ere concerned ihai Murdtn.li 
could build up a monopoly «n 
major sporting events 



Miking terror nrmcf : The 

iririlli mystery, beauty and 
travel sickness nf space ate on 
Am (il s new simulator 
recently opened in bindon. The 
Space Adventure draws on 
over 20 yean' experiences of 
Apollo moon Landings jnd die 
shuttle flights io recreale every - 
thing from blast -off through to 
txpiot alien of the satar system 
and final touchdown, usiriK 
monitors, (unmstic spacecraft 
design and laser-disc images. 
This could be the L'X equivalent 
of the Tou r Of The Universe fea- 
(ured in TC.MOO*. Flyaway 
wiihoulcvcrlcaving the gmund 
thanks |n3CKH Space Acveiiturc 
Lld at 64-6* Twtey Street, Jxwiurt 
SE1 2T¥. 

Can slop the music: According 
to CD msnulatluitT Nimbus the 
medium supposed to last a 
lifetime may. in tan, last only 
efgjhl years , The principal prob- 
lem appears io the corrosive 
effect of the inks used on the 
disks. The inventors of CD. Sony 
and Phdips, claim they've found 
no problems with their own 
disks and estimate less than one 
percent ivould 'idf-destrucf . 
But Nimbus pla rs t u produce t t*si 
resulis this autumn to back up 
Ihdr claims. At least if it's true 
we'll never be shon of frls- 
bees . . . 

Brothers, up In arms: Sony 

have begun production of an B- 
ceny metre CD for single* - n 
will presumably tie cheaper than 
thraitTeni 12-centimtiredisc. 
Bui If lk*w CD inventor PtiiJjps 
arid its subsidiary record bhd 
Polygram want to retain the 12- 
centimetfc ftumat because, ihcy 
say. many players are iisc 
of pfayi ng I he sma Her discs. 
Atler sis: monthsof squabbliiK.i 
compromise has been reached: 
recced companies can sell S-cen- 
limctrr CDs provided ihf y have 
a ring adaptor which lemporar- 
ily incrrases their diameter to 1 2 
centimetres. 

Arctic outfoxed: Amiga users 

who've upgraded ihe A500 
memory io I Mbyte with extra 
chips may find some games 
ttron'i work - Arctic Fex ami 
Leadtrbcord. for instance. Anil 
ihe fiddly wink of removing the 
chips for every game ruins your 

;ng. Now (no. wedoo'i 
|Usi have the bad news in TGM | 
George Thompson Services 
have created a product which 
switches the exira memory off. 
fm selective amnesia, try the 
£*.WIni-5wiich from George 
Thompson Services, Dippen 
l&fyc, ISppns. Bndkk, Arm, 
Scetiai4 KA27 SRN, 

Turn on, tune in, throw the 
damn thing Out: Sony's 
revolutionary Walkman Is tak- 
ing a new mm - they're cutting 

iml the Wires. The wireless 
Walkman (would we kid you?] 
sends rack) waves. Irom a trans- 
miller in the tape player Io a 



Code Masters to 
simulate full-price 
software house? 



by Barrmby Page 

Budget house Code Masters are let to 
move into full- price games, 'We're 
Looking at the possibility of games at 
£9.99," said Operation* Manager 
Bruce Everts*, and 'it could very well 
happen this autumn 

Increased production costs and the 
need for advertising its foray into 16- 
hit will make full-price inevitable, 
according to the top executive. 

Currently most of the software 
house's games sell for El. 99 on 8-bit 
machines. 

But ihe firm already gets more 




Everiss; great kap forward to fait -price 



income from just two games in iis 
Code Masters Plus £4.99 range, 
launched List December, ihan from 
the 30 cheaper titles. Code Maslen's 
I9B7 turnover was £2 million and it 
expecistobringin ES million thisyt-ar 

Everiss hinted lhat a full- price Code 
Masters range would noi simply have 
more complex games- it would have 
gimmicks 

' If you put a T-shirt or something in 
the box you cat* charge more,' he said. 
'We would have to justify (themovej 
With value.' 

On the same principle, Code 
Masters Plus features enhanced 
versions of cheaper Code Masters 
games, rather than original titles. 

Analysis: Everiss said Ihrec factors 
Could push Code Masters into full- 
price-: programming and 
manufacturing costs, advertising rates 
Ifid dealer pressure. 

'The cost of putting games together 
is increasing,' he said. 'Authorship 
costs are going to go up. ' 

And though advertising 'moves 
costs up markedly', 'it's something 
we're going to have to come round to 



sooner or laicr'. At preseni Code 
Masters advertises only in the 
computer trade press 

He added: The retailers would 
rather sell for £5 than lor £J. The 
multiples [hijih-sircci chalns| are 
always pulling pressure on to raise 
prices.' 

Ironically, the firm was launched in 
October 1986 to champion the cause 
of cheap games. 

Two of its bigger budget rivals - 
Masienmnic and Firebird - an 
associated with full-price- labels 
{Melbourne HouseaiidHairtliii.i> Bui 
the fourth great budget power. 
Alternative Software, has mm lull- 
price line. 

Meanwhile, Code Masiers has run 
inio trouble with the original cover fi if 
its charity fund -raising game The Race 
Against Time. The original packaging 
used a photograph of athlete I 
Owens without the copyright - 
holder's permission. 

The new cover shows runner Carl 
Lewis. Proceeds Iron) die £4.99 Rate 
AgainstTimt (Spectrum, Anrmrad CPC 
and Commodore 64) go to the Sport 
A ill charily. 



EA support the 
Apple corps 




Elect runic Arts (EAJ are releasing .ill 
"Ik-n Apple software in [he UK. Ami 
they will also start putting sheir PC 
games on 3.5" disks as well as 5.25'\ 
The American software house's 
Apple II games include TVie Bard's 
Tale I. 11 and l/L P.H.M. Pejasits, 
Marbk Madness, Earth Orbit Stations 
and Strike Flett. Apple I igs products a re 
slightly ft- wer, but include World Tent 
G^/fand Marble M&i 



And the Apple Macintosh has just 
two EA programs - The Chessmastet 
2000 and DeluxeMusk Construction Sei. 

All EA's Apple releases will cost 
£29.95, except the Deluxe series 
{including DetuxeMusic Construct aw 
Set), which is priced at £69.95. 

As for the disk move, 3.5" disks are 
growing in populariiy against the 
more traditional 5.25" format. Musi 
of EA's J.5" versions will be for sale in 



Electronic Arts supreme Tap Haii-kim; 
letting Britain httt> the Appte 

separate packages from ihe 5.25" 
software. 

But games by the Strategic Studies 
Group such as wilt have both formats 
together in the same box. That's 
because EA arc only ilisiributors for 
the Australian software producers 
(who wrote Reach Fur The Stars, 
reviewed this month i and receive the 
packages that way. 



New use for old 

Commodores 
saves £160 



8/1 16 TGM TX 009-8-88 



C64H2S users upgrading to ihe 
Commodore Amiga or a PC- 
compatible should hang on to their 
old machines and printers - to save 
about £160, 

A new line of OS -£45 products 
from Bradford -based Trilogic allows 



the Q64i\28 to act as a 64K printer 
buffer for an Amiga or PC. Such 
in Hers normally cost around £200, 

Trilogies Print Link comes in two 
versions. 

The first connects the C*4/I2fl to 
ihe 16-bii computer via the two 



machines' parallel inputs u I Cfr4/ 
[2R printer can be used, It costs 
04.99. 

And thf £44.99 Print Unk I B has a 
second interface so both a parallel and 
serial primer can be used - one for 
rough drafts, one for letter-quality 
printouts 

Said Graham Kelly. Joint Managing 
Director of Trilogic; The advantage 
'.Mih the Pnni Unk system is thai 
while the C64/I26 is printing ihe 
Amiga or PC can be used for 
something else.' The older machine is 
under the control of the Amiga or PC, 
[hough its function keys ,oe used for 
stop and start commands. 

Trilogic arc at Unit 1 . 25) New Works 
Road, Bradford BP12 0QP, 



NEWS 



Now Amstrad play 

at the 16-bit game <£r U 




by Dominic Handy 
and Barnaby Page 



Amstrad is planning a 
games machine called 



£299 16-bit 
[he Sinclair 
Professional PC for an .iinimin 
Is inch, it is expected to be a direct 
rival to ihc Atari Stand Commodore 
Amiga - (hough £ 1 00 Its* - and lu be 
at kail partly IBM PC -compatible. 
with a J.5" disk drive, 

Despite its name, it will not be a 
Spectrum. 

The new machine will be bundled 
with a games compilation from GOl, 
including Btdiam. Wizard Wan, 
fSSStcp 11 and Tranlar - The Last 
Siermtrocper. 

And other major games producers 

including Hewson have been sworn 

to silence about their meetings with 

I i ad busses io discuss software for 

[he Sinclair Professional PC. 

Amstrad. characteristically 

secretive about their plans, will make 
no comment. Marketing executive 
Anthony Sethill said I can't discuss 
anything like that' when die prospect 
ol a new machine was mentioned. 



Analysts: Amsirads tight-lips policy 
makes MI6 seem like J public debating 
club. But despite the swirl ol 
iation now surrounding the 
Sim, lair Professional PC, the likely 
irulh has emerged through a 
corabtnadofi of insiders' information 
arid oast Amstrad-watching- 

li will almost certainly be launched 
at the PC Show (successor of the old 
FCW Show) in mid -September - 
historically, all Amstrad'!; computers 
have been released at one showiiim 
or another, and with this year's 
PC Ukt Show past in late June the 
PC 5 ho* is the next possible date. 

And the fact that software fur the 
Sinclair professional PC ts already in 
production suggests release cannot be 
far oil. 

Probably the biggest qucsiion mark 

hangs over the role a new machine 

will play in ihe already crowded 

nuckerplace - will it be a games 

machine, a very low-cost business 

machine, or even an in-between 

produ ct for leisu re applications like art 

software which require considerable 

processing power? 

Much hangs on the monitor- 

II the new computer is a 'srripped- 

dowrv version of the PC15J2', as 

Computer Trade Weekly and experts 

suggest, Amstrad won't be able to 

supply a monitor as well as the 

keyboard and CPU for £299. 

And if It's to make any impact on 
the ifi-bil games markei. accustomed 
iu ST and Amiga graphics, it will need 



a built-in Enhanced Graphics Adapter 
(EGA) rather than the Colour 
Graphics Adapter (CGA) of most 
cheap PCs - which in turn means 
purchasers wit! have to shell oul at 
. mother £300 for an expensive 
monitor, 

So as former Amstrad consultant 
Guy Kewney told us. if it comes 
without a monitor at £299 It's W i 
really that much of a games machine'. 

On the other hand, Kewney points 
out a O00 PC 1 512 doesn't sound 
that much different from the ordinary 

I5l2'-tb*m2ltoe starts at £399 fin 

a model with just one disk drive and 
no colour adapter 

Reports that Amstrad are seeking a 
manufacturer to produce 3.5" disk 
drives may indicate that the Sinclair 
Professional PC will he sold as a games 
machine. As Kewney says. For the 
games market you need that extra 
resi lieoce ' - I he slu rdy cas ing of 3 5 " ' 
disks, as used on the 5T and Amiga, is 
stronger lhan ihe V2S " floppies for 
Amstrad's PC 1 5 1 2 and PC 1640 

Or the other hand. IBM look the 
3.5" route with their PS/2 range - 
successors to the PC line- heightening 
demand and supply for JJ" business 
software 

So if the new product doesn'i take 
off as a games machine, Amstrad 
could easily start selling it to business 
users in a reversal of Atari's business- 
to-games move with the ST, 

If rhat happened, though, it would 
be up against the PC 1 5 1 2 - which is 
sort ol our overlap between the high- 
spec home computer ,in.l office 
machine', according to Sethill - and 
received Amstradoiogical wisdom has 
it i hat thi? company do not release 
more lhan one product fur each 
■Jim i i ut market. 

Finally, the 3.5" drive could point 
io a complete adoption by Amstrad of 
the small-format disks. The firm also 
opted for 3,5" drives on their most 
recent conipulei l.iunch. ihe portable 
PPC640 (which is strictly a business 
machine). And the nonstandard J" 
disk drive of the Spectrum +5, 
released last September, is widely 
dismissed as an attempt to clear 
Amstrad's unused stocks of V CPC 
drives. 

The name Sinclair Professional PC 
sounds distinctly unlike a games 
machine. But it backs up rcporls that 
the computer will be marketed b^ a 
Spectrum (the original Spectrum of 
1982 was invented by Sir Clive 
Sinclair) . despite running MS-DOS 
rather than Spectrum games. In an 
unusual fit of emotional frankness last 
year. Arnsi r ad boss Alan Sugar said he 
would not rule out the possibility of 




Amstrad's Alan Sugar: September launch 
[or cheap 16-bit games machine, Or then 
again, maybe net 

anoiher Spectrum to follow last 
Septembers +3 launch 

And vague rumours of an 
extraordinary bundle of SO- 100 free 
games with the Spectrum -f-2 and +3 
this aummn hint that Amstrad are 
attempting to get rid of remaining +2 
a mi + s stocks - at some cost, Amstrad 
could make ihe machines irresistibly 
airractivc to punters despite the 
iiims' lacklustre image in the 
brave new 16-bit world. 

There is also the theory that the 
£299 package could appear with a 
different name, and that Amstrads 
disinformation department has 
simply given its product the 
temporary working title 'Sinclair 
Professional PC - cither because ii 
roughly sums up an MS-DOS 
machine marketed as a Spectrum of 
even because it could mislead 
compel it ors. 

Amstrad S plans lor the Sinclair 
Professional PC seem slightly 

unambitious - the disk drive contract 
is apparently for 10,000 drives a 
month. Sources close to the project 
say 100,000 copies of the GGl 
compilation will be made, implying 
that by the summer of 1989 the 
hardware -and -so ft ware package will 
be revamped or even replaced with a 
new model - 

We'll have to wait and see. As 
Kewney puts it, it cant be both PC- 
compatiblr and an Amiga-killer. 
There has to be some trick about it. It's 
a very foolish person who bets against 
something thai Alan Sugar does'. 

His company does, after all. make 
almost £500,000 profit a day 

Meanwhile, some reports say 
Amstrad has abandoned the idea of a 
games console for less than E50 and 
that its designers have left I he 
company w take their ideas 
elsewhere. Other reports say shops 
are ordering 'hundreds of thousands' 
of the consoles lo sell. Come in. 
Brentwood . . - 




Comics trip: Gone are the days of Superman. Spidetmanand Captain America 
lighting in the cause of peace, justice and the American way. The modern day 
comic-book hero is getting nastier - like the characters in Third World War. 

pictured above. ,, , .. 

11 s part ol a new full-colour comic called Criiis, kicking off in September with 
two stones A departure from the traditional British style, It's written by \>m 
Mills - creator of 2000AD-and rllusi rated by Judge DreddatXlH Carlos Efquerra_ 



I m the headband (look 
at it this way; if we were mating 
up these stones they'd be a 1m 
more believable, righi^) It's 

on sale now in Tokyo and should 
be in Britain soon a 1 1 1 W. Ttie 
only frustrating drawback is 
that the he adphoneswil. | 
the ncarcvl s^iul - possibly 
Irnm someone standing nearby 
using their wireless Walkman 
For Radio 2 

And here Is a plug for ion 
Bates i hough you could see it as 
a plug for Acorn Computers, 
ivl:....ljim they'll be "the first 
computer manufacturer to 
exhibit ji a Bniish Htuk Fair' 
when they take the J2-hit 
Archimedes to the WemMcy 
I- On 1. 1 ion Kail from July l9lo 
24 - an event which, by curious 
synch ronidty links up with 
Jon's plans i n examine the mus- 
ical potential ol Archie in 
TGMOIO 

Tht appliance of science: 
Toshiba are manulaetuntig full - 
cotinrflattVscnaiiJDH to 
inches at reus, using liquid crys- 
tal displays (LC»J| rather than 
ihe cathode ray tubes iCRTs) ol 
normal -sired, that is grossly 
Uife.domcsiK sets Highly- 
placed sources hadn l the fog- 

They're mean, they're mad- 
they're fed up with klutzes 
knocking over delicately- 
sucked software: Wit Smiih. 
Boots and Wootworths - 
ol the biggest retail outlets for 
games -have given wiliware 
houses an ultimatum on packag- 
ingsize.Thcy'rriirnlui 
strangely-shaped boxes M 
don't fit on the shelves nicely the 
way. say. copies ol Tht TTrtmn 
Birds, condoms and light -bulb* 
dn Fmm now on, they mm 
mand. software will be supplies! 
m single- or double-cassette 
cases like musk tapes, of (for 
disks! boxes the same size asCP 
packaging . ' Deviations 
where would we he wil hunt 
ihem? - are given i lew opt! > i 1 1 ■ 



Mi 'PC can beat up Vour 
Computer any day; *B*B 
lieen frustrated by what com 
puter buffs call mess fa 
asks the first issue's tomenh 
forget the compuiet 
bulls, wr thought, we' te bvs- 
irated anyway. Al least wc were 
till we distrsveredAWPr 
magazine lor first -lime PC 
mm which isn't above a cont- 
rtvtd link itself. MK (it stands 
foi Management ir~ • 
punny ( b i cammendably clcsr, 
wcll-consiracied puhlicstion - 
the kindol thing you'lltiuyfnta 
year with your new Amstrad 
PC 1 640. keep in a binder and 
refer to whenever you wonder 
just what ii a that your com- 
mand or file name does that's SO 
bad . Subscnpttons at e (ree while 
quantities last from ,vi' 
i,:mik'jf Pu'nlishing tad- IQGrt- 
nllt Place. Umdm NWt- 



TGM TX 009:6-869/116 





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GENIC 
ENGINEERING 



Take two game formats, add a pinch of 
something different to each, stir well and 
stick both products in a hot development 
for a couple of months. Richard Eddy talks 
to Audiogenic and tastes two dishes they 
had prepared earlier 

Tt's balls alt the way for ASL (Audiogenic Software 
Limited), as the company readies itself to pounce on 
the 16-bit public with Hefter Shelter and more balls 
later in the year for the Commodore 64/1 28 with 
Emlyn Hughes's International Soccer. 

Squishy-squashy 



Audiogenic, which has been 
around for almost more years than 
any other software house in the 
business (although its current form 
- ASL - is more recent), long 
pursued a policy of producing 
software few less papular games 
machines. However, 'less 
popular' meant the machines were 
getting older and declining rather 
than machines In their infancy. 
Last year ASL impJemented a 
policy change and crossed over to 
the growing 16-brt market. 

The first few products were not 
impressive - then Impact made a 
big dent , the September-launched 
Sreaitouf-styfe game for Atari ST 
and Amiga, with an alarming 
degree of addictiveness. A year 
later and Impacfs authors, John 
Dai*. Adrian Stephens and 
Spiny Norman delivered Hotter 
Skelter. 

Hetter Skelter is a massive 80- 
screen, addictive combination of 
Breakout, a pinna II game and Pac- 
Man- taking the bouncing Pali 
theme one step further. Eacti 
screen is built up of a combination 
of platforms patrolled by 
monsters, its objective is simply to 
squish all the monsters and 
proceed to the next level. 



Squishing is an intricate process 
whereby you manoeuvre a 
bouncing red bail around the 
screen with a left , nght and a jump 
control key, using the platforms to 
bounce and land on a monster. 
Monsters are squished in a 
particular order, indicated by a 
flashing yellow arrow above the 
monster's head, Squishing 
unmarked monsters results in 
them bifurcating, and then the two 
smaller monsters have to be 
squished Individually 

Each screen is played against 
the clock, but the time limit 
changes every time- running out 
of time loses you one of five lives 
As with /mpacf there is a plethora 
of icons to collect as they appear 
including extended time limit, 
warp to next level, freeze monsters 
and one gi ve$ you t ha abi I ity to Kill 
monsters in any order. 

It's going to take some time to 
get through aU the screens, by 
Level 1 7 things start getting really 
tricky, so be thankful the 
programmers have included a 
password entry system; every 
time a set of ten screens is 
completed a password is given, 
enter it next time you start a game 



Controlling the red ball is pretty tricky when barriers are placed in odd places 
in Haftw Skelter - Atari ST screen 




and you can start from where you 
left off. 

Hefter Shelter comes complete 
with its own construction set 
allowing redesign of up to 4S 
screens from scratch, which can 
be saved. Nearly completed on the 
ST and Amiga, ASL says 8- bit 



a definitive and playable football 
simulation for the Commodore!,' 

K certainly is playable, and 
though it doesn't excel m 
graphics, its control method is 
easy to understand. All the moves 
are there, sliding tackles, a variety 
of kicks and many more, all 
joystick-controlled using many 
combinations of directions and 
button pressing. 

Peter is determined to make 
Emtyn Hughes 's international 
Soccer the m ost accurate football 
simulation, nght down to the fine 
points of the game; 'One aspect 
which is nearly always overlooked 
in a footbal I game i s a proper 

This STscrtmn from He, rtpr Sh*U«rr la 
easy enough, unlass yw (mil off the 
platform* - the bluebird is the firsr 
monster to squish 




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conversions will be considered if 
1 6-bit sales are successful; there's 
no release date yet. Additionally. 
ASL is currently holding meetings 
with a coin-op manufacturer, so 
you may see Hetter Skelter in the 
arcades as soon as it's in the 
shops. 



throw-iin, either from the line or 
from the goal keeper - we've 
included them here.' 

The game has been In 
development for almost a year 
now, and still has a way to go 
before it's finished, but should be 
out before Chnstmas, 



Q*n* p&used 



Carte' Paused 




Emlyn Hughes's International Soccer looks tacky but play* vary waHindattd- 

Commodore 64 9creefi 



Throwving-in 

Emlyn Hughes's International 
Soccer does look like 
Commodore's international 
Soccer, released yonks ago (an 
now on cassette from CRL), 
however, ASL's Peter Calwer 
says: ' international Soccer was 
good enough in Its day, but this is 



Footnote 

Binary Deaign has just been 
commissioned to write ASL's nexl 
big game for Christmas - all I know 
at the moment is that it will be a 
massive shoot -'em -up . , . with 
insects. It's the first time ASL has 
contracted out-of-house for a 
product. An interesting move 



12/116 TGM TX 009:8-88 



PREVIEWS 



IN PRODUCTION 




R-Typ* u wicked, def, the absolute max 
words on the Spectrum 

Our type of game 

Irvm'i wickedest arcade master 

Master R-Type hits home 
computers later this year from 
Mediagemc on the Actlviaien 

label wtfh conversions for 
Spectrum, Commodore, Amstrad 
and Atari ST. 
Bui how can it be done? With a 

bit of determination? The detailed, 
highly coloured organic alien 
graphics aren t going to reproduce 
precisely, but at least Spectrum 
Owners won't be treated to 
another monochrome shoot ■' em- 
up-as you can see, there's plenty 
of vibrant colour . Yeah, who m mds 
a smidgeon of colour clash? 




ST speed: Super Hang -Or 

R-Typa, if you missed it in the 
arcades (pretty difficult task), is in 
the mould of Nem&sis and 
Salamander, you 're out to destroy 
the sluggish Bydo empire with 
your space ship. Scrolling 
horizontally from left to right the 
journey takes you through eight 
graphically Excellent levels 
traditionally with a gruesome 
monster at the end of each. We 
showed several pictures from the 
Hudson-Soft's PC Engine version 
mTGM008 

Additional fighting power Is 
collected along the way to build up 
the strength of the R-9 ship. To 
increase battle power when in 
possession of the standard on- 
board laser, hold down the fire 
button allowing power to collect 
and then let it fly i n a bott of cos m ic 
energy - deadly. 

Be warned: R-Type is difficult, 
but unbearably addictive - let's 
hope Acti vision does a good job. 
Meanwhile, the Mediagenic 
Electric Dreams label is 
finishing off Super Hang-On far 
she Atan ST. the motorbike racing 
game of speed, speed and more 
speed' 



and alt sorts of out-ot-dmte hype 



And even more ST speed is 
burning, up the track in the racey 
shape of Nigel Manselt's Grand 
Prix from Martech. The 
Spectrum game was fully 
reviewed in TGM004 (73%) with 
the Amstrad version a month later 
(74%). No sign of the Commodore 
version yet, it appears there's a 
programming hitch. ST Nigel 
Mansell's Grand Prix will cost 
you £24,99 in August. 



■ n 



Heading along the Straight in Nigel 
MansaH'a Grand Prix on the STfrom 
Marteeh 

T-Wrecks 

Bad puns aside, what is it with all 
these prehistoric monsters 
suddenly? The Gmmlln 
Graphic* programmers are latest 
to join the happy throng with T- 
Wrscks. a game of destruction 
and devastation set in Japan and 
starring a vicious Tyranosaums 
Rax (T- Rex, g-et the pu n?) A grou p 
of explorers has stolen some T- 
Rex eggs - and you play the 
robbed creature as you destroy 
most of Japan in search of the 
sacred eggs, 

Other monsters appear, which 
means fighting, and the Japanese 
army is hot on your daws 
throughout the adventure. More 
helpful monsters can be created 
once you have invaded a nuclear 
plant and buried collected eggs in 
it. it all sounds a bit Rampage- like, 
but watch out for the definitive 
Spectrum, Amstrad and 
Commodore reviews in next 
month's TGM. 

The aptly named T- Wrecks from 
Qremlin Graphics —a smashing game 
on the Spectrum 





Taking a rest from soccer. Gary Lineker embarks on some Sur> 
Spec /rum 



Skdl* on the 



And also through Gremlin, the 
super striker strikes again, yes, 
he's back >n Gary Uneker's Super 
Skills, a program of a programme 
of training to improve fitness, ball 
control, sharpness and accuracy. 
You can train alone or with your 
team mates, choosing from three 
skill levels, which can be changed 
at the start of each section. The 
gym section (fitness and stamina) 
includes push ups. squat thrusts, 
weights and monkey bars. Bait 
juggl i ng follows , and then the fiel d 
work section, containing practice 
m dribbling, chipping, shooting 
and taking penalties. Football may 
never be She same again when 
Gary Limit ar's Super Skills 
appears mid- July on Spectrum 
48/ 128 and +3, Commodore 64. 
Amstrad CPC and Atari ST. 

Barbarian for 8-bit 

Mastertronic has signed a deal 
with 1 6-bit software house 
Psygnoal* to produce and 

distribute 8-bit conversions of 
Barbarian and Terrapods 

Barbarian is the arcade 

adventure which relies heavily on 
icons for control as featured in 
TGM002 (Atari St, Amiga 87%). It 
stars Hegor the Barbarian and 
reveals his adventures across 
swampland and down deep, 
damp, dark dungeons in a quest 
to defeat Necron the evil dragon, 
Work completed so far reveals that 
Spectrum, Amstrad and 
Commodore Barbarian look just 
as good as their 1 6-brt 
predecessors, although there are 
some natural machine limitations 



Terrapods. which missed review, 
is a pleasant enough shoot- 'em- 
upon a bamen planet landscape - 




The PMoynosis blaster Terrapodis, 

coming soon to the Spectrum 

it looked pretty and played well on 
the Atari ST and Amiga, though 
whether this conversion to 8-bit 
will be successful has yet to be 
seen. Out soon, 

Top gear 

1 Don't mention Buggy Boy, ' said 
an Ellt* spokesperson when 
quizzed about Ov&riander a 
novel driving/combat game 
commg your way this September. 
So we won't. 




Dangerous roads He ahead for 
Qvariandar from Elite - ST screen 

Overfandens set m 2025 AD on 
a desolated planet which was 
once beautiful but left barren by 
under-arm deodorant sprays as 
they slowly destroyed the ozone 
layer. Most inhabitants built cities 



Can Hegor survive the arcade adventure- guest in Barbarian on the Spectrum? 




TGM TX 009:8-8813/116 



underground where they could live 
safety, but other evil, deranged 
creatures decided to make a life 
above ground - the surface 
dwellers, The separate cities can 
onry be accessed by overground 
mules. Too terrified to travel from 
city to city using the overland 
freeway system for fear of being 
attacked by the surface dwellers, 
the people underground have 
recruited tough drivers to carry 
parcels, messages and people 
from one city to another. 

Right, enough of Elite's SF 
novel: as an Overlander you are to 
drive safely along four different 
freeway routes, destroying 
attacking surface dwellers and 
collecting as much cash as 
possible. With more cash better 
vehicles can be built. The freeways 
are displayed in a similar fashion 
to Buggy Bo . . . (oops), but 
include double hills, valleys and 
suchlike. 

Overlander has a September 
release date across 
Commodore 64/1 2B. 
Spectrum 48/128, Amstrad CPC, 
Atari ST and Amiga formats. 

While Elite tries keeping drivers 
on the road Epyx pushes them off 
in a new product 4x4 Off Road 
Racing. Four types of terrain, 
varying in difficulty and including 
hills, valleys, swamps, mud 
streams and other hazards, have 
to be tackled in a selection of four 
cars. These can all be fixed up in 
the custom bay where you pick 
tyres, select how much fuel is 
needed , and fix up a winch if need 
be. Outfitting the car forms the 
game's strategy element as what 
the car is equipped with influences 
its abilities. No release date or 
price yet, but it will be available for 
Commodore 64/1 28. 
Uplifted by the success of The 
Great Giana Sisters (TGMOOB. 
Amiga 72%, Commodore 64 
82%) German software developer 
Rainbow Arts, distributed in the 
UK by OOI, is currently producing 
the sequel - Arthur And Merthun 
Giana Twins In Future Wortd 
{who dreams up these snappy 
tities J ?) It's quite different from the 
the first, with new ideas and a host 
of different graphics. More news 
as we get it . . , 

And more for GO!; Black Tiger 
on the Capcom label, in this 
conversion from the Capcom 
coin -op you are the last surviving 
warrior from a race of thousands 
which has been captured and 
thrown into deep dungeons, The 
journey takes through you through 
five subterranean levels of aighl- 
directional scrolling action 
towards your hapless colleagues. 
Every time one is rescued, you're 
awarded money, armour or 
weapons to help defeat the 
assortment of mystical 
kidnappers. Black Tiger is a bit 
similar to Ghosts 'n ' Gobilns, but 
involves far more strategy in the 
attack plans. 

From Black to Road: Tiger 
Road\& another Capcom coin-op 
to Commodore 64/126 
conversion. We've got an earty 
peek, so early in fact that 
everything in the screen shot could 



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Strategy and steering- 4x4 Off Road Racing - Commodore 64 



be changed: but then again it 
might not GOl's David Baxter 
just isn't sure yet. But he wants to 
get it right because he says Tiger 
Road is the biggest and best 
marital arts adventure game ever, 
right? 

Powerplay it again 

Arcana is producing a new Amiga 

version of theirTrivia-based game 
Powerplay- Game Of The Gods 
It comes with enhanced graphics 
and is said to be generally better 
all round. "After the reviews of the 



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with games ported over from the 
Atari - we wanted to produce a 
game specifically for the Amiga, ' 

The screen shot proves that 
Powerplay is certainly looking a 
lot better, and whether it is fully 
improved we'll find out next month 
in the version update. 

Arcana's long-delayed Mars 
Cops looks like it's ready to hit the 
streets soon; the new date is end 
of August on Amiga and Atari ST. 



Swiss adventure 

Unel, the Swiss software house 
which recently launched into the 
UK market under their own name 
with Crack Starring Harbie Stone, 
is ready for a second release with 
the text/graphics adventure Ice 
And Fire. 

The adventure is said to be 
complex and there are nine ways 
to complete It. Theplayer assumes 
a character role ranging from cleric 
to thief, with Ihe objective of 
reaching the height of the 
profession and finding a last 
resting place; for a clenc that's a 
bishop and a chapel. Whichever 
character you pick has only three 
days to live, so a strict time limit is 
imposed in which to complete the 
adventure On your Atari ST, 
Amiga or PC in the near future 

Strategic subs 

Mlcroproa* is almost finished 
with the strategy arcade epic Red 
Storm Rising, based on the ngvel 
by Tam Clancey (author of Hum 

For Red October. ) 

Red Storm Rising relates the 
events of the beginning of World 
War 111. With their eyes On the 
Persian Gulf's oil supplies, the 
Russians create a diversion by 
invading West Germany api(j 
Iceland with conventional means. 



TTw main pteying screen from 
Arcana '9 second version of the triiva 

qprns Powerplay 

original Powerptayon the Atari ST/ 
Amiga [TGM004 76%], we 
decided to enhance it further,' 
says an Arcana spokesperson. 
' It's obvious to us that Amiga 
owners ware no longer satisfied 

Mystical adventures aeon begin in 
Biach Tiger on me Atari ST 



¥011 w stwdinj 11 front of i chjgpf I . 

Ifif furial is OMittd by sirple ? ictures tf religious. IMliatl. '■ 
urns r» Vt still in usf.iE there is din candlelight l« tt'Stai iniide, . 
tuner if prayers iirMy reaches your ears, km shore the presence if nai. 

Th* chapel is situated at th* southeast end of 1 forest, A field pith leads 
south and disappears bet wen **at fields. 

Over (1st portal, there is l sign, 
) eead the sign 

Ih* rithlv Drawn ted sign reads: 

Mi* God protect this land aaainst evil to th* titi of tin*... 
Eater and pray to the illmgMs? lord * 



The adventure Ice And Fire from Swiss Unel On the Atari ST 




The game centres on the tactical 
operations of a American nuclear 
submarine designated to beats 
and destroy Soviet submarines as 
they leave their base on the Arctic 
circle. Meanwhile in the Atlantic. 
Soviet forces are intent on 
destroying US convoys to Western 
Europe providing materiel to crush 
the Russian invasion. 

An enormous level of war 
information is available lo the 
player, such as a database of 
Soviet armed forces, intelligent 
torpedoes and hi-tech sonar 
equipment. There is a continual 
update on the war situation and, 
naturally, any decisions taken by 
the player reflects on the war's 
progress. Red Storm Rising is 
available now and looks like being 
Microprose's most complex game 
lo date. There are conversions for 
all major formatS- 



14/116 TGM TX 009:8-88 



PREVIEWS 




Red Storm Rising - Commodore 04 



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From ST fluid Amiga, Psygnosta'a Bartwrian mmkas ft onto tfw Spectrum 




Ginnn mikm bonus 



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Chums o/ Gianv, MartiW e*gfns ft*r aoVenfura /n Fuft*nt Wprfd 



Atf^tyaarty 
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p from ffto Capcom gams T iger Road out ifw Commodom 64/ 



TGM TX 009:8-8815/116 



FEATURE PREVIEW 



computer 
Dossible 



1 



ike Sutin. director of 

I The Kristat says-: 'it's 
the biggest game 
ever!' He'? talking 
about a mammoth 

1 6- bit space odyssey set in 

the Kreemar system 

whose planets and 

asteroids the player can 

visit to question the 

inhabitants and slowly 

reveal the story. 
The Kristat was 

originally devised in 1976 

by Mike as a musical 

comedy called Trie Kristat 

OfKonos. It neverreac 

the stage despite El am 

Page, the cast and 

musicians of Jesus Christ 

Superstar recording some 

of the songs, which Mike 

stage managed. Patrick 

Moore, the astronomer, 

recorded a long narration 

for the show which has 

now been digitised and 

forms part of the magical 

opening sequences for the 
game. 

'The show was sitting 
my shelf for years,' 
explains Mike, 'and 
remained there until 16- bit 
machines arrived, making 

The Kristat possible. The 

game has been created on 

computer as the stage 

show would have been — 

complete with scenes, 

character entrances and entrance 

exits." 

The Kris-tat features 60 
exquisite backdrops 
drawn by the game's 
artistic director Michael 
Haigh and $F illustrator 
David Hardy, who 
originally created the 
paintings for a slide- sh< 
in the musical. The show's 
co-writer, Rodney Wyatt, 
flew back from his home in 
the States to help devel 
the game. Along with C h 
Petts and Julian Edkins, 

The icy bium thron* room, takes up thro* ac, 
floors reflecting evitryttitnij 




tin trance 



& adyssey begins an your character appn 



- 



Rodney created more than 
75 animated sprites 
including 50 characters. 
The whole animation 
process uses 1 ,SOO 
frames. The most accurate 
animation is seen in the 
sword fight sequences 
which contain ISO frames 
for a single character. The 
design for the sword fight 
is by Neill Glance y - 
himself a black belt in 
Katnagari, which means 
'the swift sword'. 

'It's difficult to relate the 
story without giving the 
game away,' says Mike, 
'because the story unfolds 
as the game progresses. 
The objective is to journey 
around the Kreemar 
system visiting the many 
planets in search of the 
Kristat, the one object 
which can restore 
harmony to a chaotic 
universe. The game 
package comes with a 
ancient scroll relating the 
loss of the Kristai. giving 
vital clues to its 
whereabouts." 

Programming for Tho 
Kristai may seem an 
impossible task, but it's 
being handled by 
programming director 
Alex Mills, assisted by 
Justin (TerroPorce, 
previews TGMOOfi), Gtulto 
Zicchi and John Edwards. 

Collectively all the 
people involved come 
under the banner of 
Fissionchlp Software and 
The Kristat has been 
scheduled for a launch In 
October on Atari ST and 
Amiga, and comes with a 
novella relating the history 
of Keemar system and the 
Kristai, It's being 
published by Pri sm Lei sure 
Corporation at £29*95 - 
and well worth ft too. 



One at the planet surfaces, drawn by ttavi^Hmrtty, shown by (wo 
tsereenshota /a trine/ together 



16/116 TGM TX 009:8-86 



The things people do to keep hold 
of their Young Persons Railcard. 




Its not surprising when it only costs £15 and gives 16-23 year dds ] /i off most rail travel for a whole year. Pick up a leaflet for details. 



Young Persons Railcard 



L 



OPINION 



I ACCUSE 

Mel Croucher has never been against a spot of 
creative plagiarism, but when someone tries 
muscling In on his favourite plot he feels there 
is a case to answer 



our Royal Highnesses, and- 

YrokJs. Vulcans, your Honour. 
ladies and gentlemen of the 
jury, in the sleazy business 
of entertainment, whether 
entertainment is a computer game, a 
song, a movie or whatever, there is 
no such thing as a new idea- All ideas 
and treatments of those ideas are 
recycled time and time again. We 
don't necessarily think of this as theft, 
or ripping off the public, it is simply the 
way things are. 

But when an author passes off a 
stolen idea as original, that author 
should be exposed 

A couple of weeks ago. I was 
shooting my mouth off and inviting 
anyone within earshot to give me the 
title Of a computer game., and 1 would 
provide the earlier titles from which it 
was ripped off. in exchange for a drop 
or two of Burton's finest draught ale. 
As a result of that challenge, I was 
given the titles of the computer game 
spin-offs from three of the most 
successful science fiction movies of 
all time, all based on 'original 
screenplays', 

"There is no new thing under the 

sun" 

Old Tettamant: Eccleftiastsfl 1:9 



Sometimes the writer of a computer 
game, a book, a song, is convinced 
thai iheir work is original, having 
forgotten that they came across their 
inspiration in childhood many years 
ago, or watching the television half- 
asleep last week. However, some- 
times highly professional producers 
ot entertainment blatantly rip off 
plots and claim them as their own. 
When Mick Jagger or George 
Harrison is dragged through the 
courts accused of stealing songs, that 
in itself provides great entertainment 
for certain folk who enjoy the 
Spectacle of the rich and famous 
getting caught out. Perhaps 1 may be 
allowed to entertain you by presenting 
evidence that three of the biggest 
titles in recent movie history, all of 
which have had huge computer game 
spin-offs, were based on someone 
else's uncredited work. I am bound to 
say that I myself stole the idea for this 
investigation from a Leeds 
programmer named Ken Smith, who 
kindly gave me some video footage 
and a movie screenplay with a well- 
known title, suggesting that they 
might be one arid the same plot. 
Thgnks Ken. 



"Let do one say that 1 have nothing 
new the arrangement of the 
subject is new" 
Pascal, 1670 



Back to the forger 

Does this plot sound familiar, m'Lud? 

An old scientist invents a machine 
which can transfer matter through 
time. Ayoungchap is whisked back to 
a town in pre-computerised America, 
where his actions could affect the 
future. Unfortunately he gets stuck in 
the past, and must obtain a special 
chemical to power the machine. In 
order to get back to the future he has 
to be in exactly the right place at the 
right moment. After running across a 
tew friends and enemies our hero 
manages to return in the nick of time. 

Sac* To The Future 19&6? I'm 
afraid not. 

I have just presented the outline for 
an episode of Losf In Space written by 
Peter Packer two decades before 
Back To The Future hit the big screen. 
It was titled Return From Outer Space 
and made in 1965; Billy Mumy took 
the Michael J Fox role. But in this 
version, there was no sub-plot 
concerning incest between the hero 
and his mother. Billy Mumy being only 
on the verge of puberty, and his mum 
{as played by Nancy Reagan look- 
alike June Lockhart) secure in her 
cast-iron bra and the sanctity of 
wedlock. 

"A brand new mediocrity is 
thought more of than accustomed 
excellence " 
Baltasar Grecian, 1647 

Do androids steal 
electric sheep? 

If there was suppressed sex in Sacjk 
To The Future, there was rampant 

kinky sex aplenty in Blade Runner, this 
lime between the hero and a lovely 
android, not to mention the ambig- 
uous repulsion/attraction relationship 
between the hero and a murderous 
android renegade. Blade Runner 
was the big SF blockbuster of 
1982, based on a 1908 book by the 
late Philip K Dick, called Do Androids 
Dream Of Electric Sheep?, which was 
infinitely more complex and subtle 
than the movie. 

Members of the jury, I accuse 
screenwriters Hampton Fancher and 
David Peoples, and the storyboard 
writers headed by Ridley Scott, of 
filching entire scenes, lumps of 
rialciyue and characterisationi hi 
Blade Runner from the 1966 Star Trek 
episode titled What Are Little Girls 
Made Of?, written by Robert Bloch 
and directed by Harvey Hart. Here is 
my evidence, featuring parallel plots 
of the Sfar Trek episode, and the 
Blade Runner equivalent in italics. 

Dr Roger Korby, scientific genius, 
creates androids almost impossible to 
discern from human beings, including 
a beautiful, frigid female and a sinister, 




Back To The Future, time travel to 6 Sixties TV script merm. etc wco 

murderous male who kills one of 
Captain Kirk's colleagues. Kirk 
investigates. 

Dr Eldon Tyrelt. scientific genius. 

creates androids impossible to 

discern from human beings, 

including a beautiful, frigid female 

and a sinister, murderous mate 

who kills one of Blade Runner 

Deckard s colleagues Deckard 

investigates. 

During his investigation. Kirk is fooled 

by the doctor into believing that the 

lovely Andrea is human, and is 

shocked by her sexuality when he 

discovers she's an android. 

During his investigation. Deckard 
is fooled by the doctor into 
believing that the lovely Rachaei is 
human, and is shocked by her 
sexuality when he discovers she's 
an android. 
In a vital Stat Trek scene, Kirk gently 
seduces the android like this; 
Kirk: Kiss me. 

Andrea: No! I am not programmed 
for you. 
Kirk: Kiss me! 

They kiss, awkwardly. Then they 
kiss again, deep and soft, He rakes his 
fingers through her hair and presses 
her to him. 

Bo^m**rs«m*rti*tf.-St»r Trok 1966. 
copied in Blade Runfw 



Kirk is fooled 

by the doctor 

into believing 

that the lovely 

Andrea Is 

human, and is 

shocked when 

he discovers 

she's an 

android 

Philip K Dick; dreaming of 

Frankenstein plot ? 




PHOTO: QMFTOM BOOKS 




1&116TGM TX 009:8-88 







And how about this scene from 
0*ade Runner^ 

Deckard; Now you kiss me. 

R&chael: t can't rely on my 

memory. 

Deckard: Say 'kiss me'. 

Rachaelr Kiss tne. 

They kiss . , , he backs off. . . 

she's thatching on quick , . . he 

kisses her hard, deep, soft. He 

rakes his fingers through her hair 

and pulls her into him. 
In a later scene, there is a chase 
sequence where Kirk fails into a pit, 
and clings onto the ledge by his 
fingertips. The android looms above, 
certain to let Kirk fall to his death. 
Kirk's face is resigned, half respectful 
of the perfect survival mechanisms 
of the android, but suddenly the 
machine-man reaches down and with 
one hand effortlessly hauls Kirk back 
to safety. Again, this scene is 
absolutely central to the plot, and the 
implications of what goes on in the 
mmds ol the leading characters. And 
ance again, this scene is repeated, 
action for action (including camera 
angles) in Blade Runner, with the 
ledge □( a rooftop substituted for the 
(edge of the pit. 

Needless to say, both plots ore rip- 
offs from the Frankenstein story, with 
the 'mad scientists' both being killed 
by their creations as Kirk/Deckard 
discover the final twist in the plot. But 
the similarities of the android 
characlensat'ons and actions are 
way, way beyond the bounds of 
coincidence, 

"It ls always the latest old song that 
an audience applauds th& mast " 
Homer, 840 BC 



I am not a free man 

Trie author of a computer game based 
on an SF film would never dream of 

claiming, the plot to be original. Why 
then are the writers of the films 
themselves allowed to get away with 
rt? I suppose the answer to that is the 
same as the answer to most abuses of 
power: Big Money' 

Borne authors are patently honest 
about the origins of their ideas -asm 
Alien (from a 1905 Joseph Conrad 
novel) and Close Encounters Of The 
Third Kind {from Hynek"s The UFO 
Experience) - but other authors are 
definitely not. 

The Prisoner was a 1 7-epiS0de TV 
series in 1968, and it still has a huge 
cult following 20 years later. The 
"creator, producer and star' was 
Patrick McGoohan. a very fine actor. 
and indeed The Prisoner has been an 
influence on my own work, which I do 
not deny. McGoohan was accused Of 
ripping off the Austrian fantasist 
Fran2 Kafka (1833-1924) and strongly 
denied the accusation. He was 
correct in doing so, because The 
prisoner was ripped off from a story 
by the English writer GK Chesterton 
(1874-1936) titled The Man Who Was 
Thursday. 

One day this guy wakes up to 
find his identity has gone, and his 
captors insist on calling him Thursday. 
Other prisoners are also given names 
of the week. The key to the mystery 
lies in the identity of Sunday - who 
could be Thursday, but maybe not. 
Anyway, are they imprisoned? If so, 




by whom? Liberals, anarchists, 
fascists, communists, themselves^ 
Nobody knows who is in charge, not 

even those in charge. Why did 
Number 6 resign? And whatever 
happened to Ataxia Kanner . , , ? 

I now come to my third major case, 

The farce be with you 

One film, more than any other, 
was responsible for the space opera 
boom. It was father and mother to an 
entire generation of movies, kids' 
toys, video arcade games and home 
micro entertainments. When it hit the 
screens In 1977, most SF authors, 
critics and reviewers hailed it as a 
masterpiece, although some accused 
it of being nothing more than a superb 
hi-tech setting for clapped-out ideas 
ranging from The Seven Samurai to 
Bambi. Michael Moorcock (in The 
New Statesman), JG Ballard (in Time 
Out) and Samuel Detany (in Cosmos) 
alt failed to spot the film's stolen 
origin. Here is my case for the 
prosecution against George Lucas, 
the ' writer and director' of Star Wars. 
How many of you remember an old 
fairy tale all about a little boy who gets 
a splinter of an evil mirror in his eye? 
Perhaps you will allow me to remind 
you, Your Honour, ladies and 
gentlemen of the jury; I accuse 
George Lucas of not crediting the plot 
and characters of the entertainment 
known as Star Wars to their cre- 
ator, Mr HC Andersen, deceased, 

Compare The Snow Queen, by 
Hans Christian Andersen - bom in 
Odense 1B05, died in Copenhagen 
1B75 - with Star Wars (in italics): 

After the splinters Of an evil mirror 
cause misery and darkness to invade 
the world, the Snow Queen kidnaps 
and imprisons a young person named 
Kay in the sinister Ice Palace 

After the Evil Empire subjugates a 

section of the galaxy. Darth Vsder 

kidnaps and imprisons a young 

person named Princess Leia 

in the sinister Death Star. 

A plea for help from Kay gets through 

to an orphan girl named Gerda, by 

means of a coded message in the care 



Star Wars: the dark side of 
The Snow Oueen 



I accuse 

George Lucas 

of not crediting 

the plot and 

characters of 

Star Wars to Mr 

Hans Christian 

Andersen. 



PHOTO: " ENGUI« books 




GK Chesterton: original 
Prisoner idea 



of two inhuman messengers, a prissy 
talking rose bush and a cute little 
talking ctdw. 

A plea tor heip from Leia gets 

through to an orphan boy named 

Luke Skyweiker. by means at a 

coded message m the care of two 

inhuman messengers, a prissy 

robot called C3PO and a cute fittte 

robot called R2D2. 

Gerda sets out to rescue Kay and 

meets a magical, wise old woman. 

who teaches her faith in The Miasion. 

Luke sets out to rescue Leia and 

meets a magical, wise old Jedt, 

who teaches him faith in The 

Force, 

Gerda then falls in with a mercenary 

robber' girl whose companion is an 

intelligent, hairy reindeer 

Luke then fails in with a mercenary 
named Han Solo whose comp- 
anion is en intelligent, hairy old 
Wookiee named Chewbacca, 
After many adventures it is left to 
Gerda to save the Forces Of Light from 
the Forces of Darkness by getting to 
the heart of the Ice Peiace and 
breaching the Frozen Lake. 

After many adventures it is left to 

Luke to save the Forces of Light 

from the Forces of Darkness by 

getting to the heart of the Death 

Star and breaching the reactor 

core. 

She is successful, of course, but (he 

Snow Queen lives to fight another 

day. 

He is successful, ot course, but 
Darth Vader lives to fight another 
day. 



Your Honour, ladies and gentlemen of 
the Jury, I lay down my briefs and I 
rest my case Besides I've got to go 
and steal a copy of Smart Art from a 
1959 copy of The Topper. It's time to 
nail together this months Mercy 
Dash, and recycle someone else"s 
cartoon cliches 



"Time is the greatest innovator ' 
Francis Bacon, 1625 



TGM TX 009:8-6819/116 




-U <T«F« DO 3 1 3S i 



you'd be crazy to m 

the latest great releases fr 

U.S. Gold - ail designed 

the most of the superior graphics 

and enhanced gameplay which your 

Amiga offers. Get your Kicks today! 



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rom the moment film first came to flickering, 
monochrome life filmmakers have been exploiting SF 
as a means of showing how beautifully the new medium 
could be made to lie. As early as 1902 George Melies's 
pantomime-like A Trip To The Moon was astonishing 
audiences with such now-staple SFX (special effects) as 
fast and slow motion, multiple exposure, mattes, stop 
motion, dissolves and fades - but little in the way of story. 



When filmmakers have turned to 
genuine literary SF for a strong plot 
tp accompany the effects, 
weakness of directorial vision has 
all too often ceded drama to 
backroom technicians. Two of HG 
Wells's most famous navels 
suffered cinematic translations - 
The invisible Man (1833) and War Of 
The Worlds (1953) - that ended up 
dominated by SFX. The list of books 
butchered by Hollywood goes far 
beyond SF, of course, but special 
mention must go to Tobe Hooper's 
Life Force version of the brilliant 
Space Vampires by Colin Wilson, 
a wholly pathetic film apart from 
Apogee's SFX and one star, Mat- 
hilda May. Even David Lynch 
{Eraserhead, Blue Velvmti couldn't 
turn Frank Herbert's epic Dune into 
a good movie. 

Where 5F movies have 
succeeded they've tended to be of 
the comic-strip variety such as Sfer 
Wars etc, and antecedents like 
Flash Gordon and Buck Rogw* - 
both of which were revived In the 
early Eighties. George Lucas's Sfar 
Wars is a, very influential film, 
however, and despite having to be 
neleaeed at a time when filmed Sf 
was generally as popular as a copy 
of D&us Ex Machina, it shattered 
box-office records, conventional 
SFX technology and preconceived 
notions of SF films- 

One director inspired by Star 
Wars was Ridley Scott. His 1979 
classic Alien is best remembered 
hie genius of Swiss artist HR 



TGM TX 009:3-8621/116 



DO ANDROIDS 
DREAM OF 
ELECTRIC SHEEP? 

by Philip K Dick 

The relationship between 
Blade Runner and Do 
Androids Dream Of 
Bgctric Sheep ?. the book 
on which the film was 
based, 15 both complex 
and fascinating, for while 
they obviously deal with 
similar subject matter 
they have dramatically 
differing views on it, 
Scripts written as early 
as 1973 earned Dick's 
scathing contempt, 
aiming low, he claimed, 
and failing to achieve 
what they aimed for. In 
1901, however, the 
Oscar -winning writer 
David Peoples was hired 
10 do a rewrite which 
astonished Dick: 
"Peoples did a terrific 
|ob . . m some ways [he] 
improved over the 
book , , , the book and 
the screenplay form two 
parts of a single whole. 
Each reinforces the 
other, ' 
The genesis of Dick's 
novel lies in his research 
for The Man in Th$ High 
Castle, which led him to 
read diaries of 
concentration camp 
guards. Appalled by what 
he read, Dick wondered if 
there could be people 
who were human only 
physiologically, while 
mentally wholly inhuman 
and devoid of empathy. 
The resulting novel was 
wntten at the height of the 
Vietnam War when Dick 
' ieit we had become as 
bad as the enemy'. To 
some extent Androids 
deals with how society 
might attempt to excise 
such evil from itself by 
using androids as 
symbols of the 
concentration camp 
guards- The nature of the 
androids" evil is most 
chillingly conveyed by the 
scene where they find a 
spider. In a post- 
apocalyptic world real 
animals are almost 
extinct, but the androids 
ignore that, puzzled 
instead by why the insect 
needs eight legs. Four are 
clinically snipped off with 
some nail scissors, while 
their retarded human 
friend looks on in horror. 
Ridley Scott, by 
contrast, looks on 
replicants as 'supermen 
who couldn't fly', 
oiotechno logical 
triumphs doomed to 
tragedy by a 
commercially imposed 
four-year lifespan. When 
Rachaei recalls one other 



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Blade Runner 



Giger's Alien, Watcher and derelict 
spacecraft; yet the Nostromo itself 
was no less impressive a creation. 
Despite the Slick look of Ron 
Cobb's preproduction interior 
designs, Scott insisted that in their 
execution they mimic the dirtied 
down, lived-in realism of Star 
Wars' 5 rebel resistance. Similarly, 
costume ideas produced by 
Moebius emphasised pockets, 
ribbing and patches so that the 
crew itserf seemed a part of the 
Nostromo. In embryo form the 
result contained much of what has 
become cinematic cyberpunk; jury 
rigged hi-tech, gloomy, fitm nohr- 
ish lighting and all-powerful corp- 
orations. 

The development of this 'look 1 in 
Scott's Blade Runner proved so 
dlaorientatingly close to what the 
sub-gen re '5 inventor - William 
Gibson - had visualised that he had 



to stop watching after 30 minutes. 
This closeness was due in part, no 
doubt, to a drawing on similarly 
pessimistic sources for a near- 
future vision. At the same time, 
however, cyberpunk writers are 
much more aware of film than was 
ever the case with conventional SF 
writers, John Shirley, for example, 
has described future life as being 
open to 'editing', like a movie, by 
advanced technology and mind- 
altering drugs. Occasionally even 
the Structure of cyberpunk writing 
seems affected: Gibson's latest 
novel, Mona Lisa Overdrive, 
interweaves so many different 
interconnected subplots via brief, 
multicultural - and 'fast-edited' - 
sequences as to suggest Hill Street 
Slues interspaced with MTV on 
fast-forward. Both Gibson and 
Shirley now have several scripts 
going through Hollywood, with 



Cybvrpunk *s the lived -in 

ntaiiam of Ridtey Scott \ 

fliii'ti . , . 

Shirt ey in vo I ved in writing f a r t he US 
Mux H ead room series, 

Another factor in this unique 
relationship between cyberpunk 
film and print is the stress laid by 
both en the environment of their 
stories. Blade Runner is saturated 
by corporate advertising - 
symbolised best by the all- 
pervasive blimp — and has 
everything from plugs to doorkeys 
to the street- crossing signs 
redesigned for realism and 'look'. 
Similarly, Gibs on's Neuromancer 
seems to \at*W almost any 
significant object with a corporate 
tag (Chubb keys and Braun drones), 
while the environment n quite 
vividly evoked: ' . . . in an 
arcade , , , Under bright ghosts 
burning through a hive hsxe of 
cigarette smoke, holograms of 
Wizard's Castle, Tank War Europa, 
me New York skyline' (pi 5). With 



22/116TGM TX 009:8-88 



both films and books, therefore* 
the backdrop to almost any scene 
should, at best, contribute to the 
overall content of the story. The 
cinematic master of this process is, 
of course, Ridley Scott and the best 
example his 1982 masterpiece. 

Blade Runner 

A thoughtful and difficult film based 
on SF novelist Philip K Dick's book 
Do Androids Dream Of Electric 
Sheep? (see side columns). Blade 
Runner suffered from being 
released when most SF was of the 
arcade-action variety; and from a 
disastrous marketing campaign. 
Sneak previews in Denver and 
Dallas were advertised by posters 
carrying the wildly inappropriate 
legend; harrison ford in his biggest 

+DVENTUBC YET. FROM THE DIRECTOR OF 

mkh. Ford fans expecting another 
Star Wars were inevitably 
disappointed and poor audience 
reactions led to changes such as a 
hastily written narration - its trite 
Mfutness fully reflected in Ford's 
bored tones. A downbeat ending, 
ambiguously concluding when the 
elevator doors shut on Deckard 
.Ford) and Rachael, was modified 
by a further scene showing the two 
riding off into the sunset with Ford 
glumly informing the viewer that 
Rachael, quite uniquely for a 
replicant, or artificial human, had 
no four-year termination date. Such 
vandalism justly failed to bring in 
blockbuster success and talk of a 
Blade Runner II was met with grim 
laughter. 

While genre critics raved over the 
film from the beginning {Alan Jones 
called it 'the first true science 
fiction film' in CmetantasttQve 
magazine), main stream critics 
found it confusing. The Financial 
Times, for example, criticised the 
prolonged death sequence of 
Zhora, apparently ignorant of how 
pivotal this scene is to both the film 
and original novel. From the 
opening sequence onward, Blade 
Runner strays from simplistic good 
guys/bad guys into complex and 
provocative territory. At the start 
we find a Blade Runner testing for 
unfeeling replicants with a Voight- 
Kampff which measures lack of 
empathy in response to set 
questions, Logically the replicant, 
Leon, should coolly answer the 
questions and only shoot the taster 
if he tries to make an arrest. In fact 
the 'unfeeling' and simple-minded 
replicant becomes increasingly 
agitatedtiy the questions. When the 
icily cool Blade Runner asks Leon 
about a mother he can never have 
had, Leon panics and shoots him. 

The next scene introduces Rick 
Deckard, a retired Blade Runner 
who is obviously going to be 
involved in tracking down and 
killing Leon. Even if the audience 
dislikes Leon and wants to see 
vengeance done, the movie seeks 
to further undermine such 
simplistic logic. Deckard is brought 
back to his former work by threats, 
his distaste for the job is obvious, 
while his fat, white, cigar-smoking 
boss is an archetype of racism and 
sexism . But j ust in case we miss the 
point the moronic voice-over 
j nhmii i Bryant was 'the kinda cop 



used to call black men niggers'. 

As Bryant shows Deckard a video 
of the "skin- jobs ' he's to ' retire ' it's 
apparent a young guy all in white 
with a I ig ht sa b re i r> hand isn 't a b out 
to appear labelled hero. Deckard's 
a weary, 'little' man called to do 
some very dirty work. Initially, 
however, the replicants' alleged 
slaughter of 23 people and the 
menace in the eyes of the warrior - 
king Batty serve to suggest that 
perhaps the ends will justify the 
bloody means. 

The awfulness of Such means 
becomes apparent in the killing of 
Zhora. a beautiful replicant whose 
death sequence is shown in 
shocking slow motion like a scene 
from Kurosawa's classic film Seven 
Samurai. As in the novel, each 
death in Blade Runner Is 
unpleasant and fully expresses the 
awfuiness of real, rather than 
glamourised, violence. 

A refusal to glamourise death is 
hardly the limit of Blade Runner's 
ambition, though. A more forceful 
and primal theme is expressed by 
the sheer power of Rutger Hauer's 
Batty. Our first view of him is his 
fist, nails blackened as If in death, 
with only sheer will power keeping 
him alive. Towards the end of the 
film when death slowly becomes 
irresistible, he drives a spike 
through his hand for a few moments 
more of life. By stark contrast to 
Deckard, Batty is a forceful, driven 
character of astonishing self- 
assurance. His confrontation with 
Tyrell -the replicants' creator- is a 
set piece of the film presented in 
a vast, candle-lit chamber, Like the 
embodiment of human pride, Roy 
Batty {the Mad King) confronts God 
straightforwardly: 'I want more life, 
fucker'. 

Batty' s murder of Tyrell is one of 
the most visually muted and yet 
unsettling in Blade Runner. The 
Creator's self-evident genius is 
emphasised by Barry's initial 
uncertainty, yet at the same time his 
callousness in abandoning his 
children to slavery and a four-year 
life span is no less apparent. Once 
Batty has killed his father, his 
humanity, almost like a Oedipal 
case-study, is allowed to blossom. 
Just as Deckard's lover Rachael 
provides him with the sheer 
determination to ultimately escape 
his work, so Pris brings out Batty's 
humaneness. Even before the 
murder, Batty's desperation to see 
Tyrell is expressed by saying 'Pris 
hasn't got long to live. I can't allow 
that'. When Pris is retired by 
Deckard, Batty kisses her open 
mouth, appearing to steal her 
tongue, then tastes her blood in an 
act as shocking and absolute as 
New York junkies passing needles 
carrying drops of blood to their 
girlfriends. 

Batty's pursuit of Deckard begins 
with an animal-like howling, but 
closes with him saving Deckard 
from falling to his death. This final 
act of empathy to the lesser man 
illustrates Batty's superiority over 
Deckard in humanity, as well as 
mere physical strength. 

Life span 

The reason for the replicants ' four- 



year lifespan is that 'after a few 
years they might develop their own 
emotional responses ... So they 
(Tyrell] built in a fail-safe 
device ... [A] four year life span'. 
The n eed f o r s uc h a d e vie e is sh o wn 
by Batty, of course, but to make 
Rachael their most convincing 
replicant, Tyrell Corp provide her 
with artificial memories. As with 
Heuromancer's ROM -construct 
Dixie. Max Headroom and later 
R oboe op, the memories serve to 
transform machines into humans. 
The importance of memories is 
shown by how Leon tried to retrieve 
his photos from the apartment he is 
forced to abandon. That memories 
are all we are is an integral part of 
Blade Runner, and form the 
metaphor through which the 
tragedy of death is expressed by 
Batty: 

'I've seen things you people 
wouldn't believe . . . 

'Attack ships on fire off the 
shoulder of Orion . . . 

"1 watched c-beams glitter in the 
dark near Tanhauser Gate . . . 

'All those moments will be lost in 
time, like tears in rain, ' 

That Batty's tragedy is our own is 
made clear by Gaff who leaves 
Rachael alive for Deckard, but still 
reminds him of the four-year 
life span: 'It's too bad she won't 
live, but then again who does?'. 

The origami unicorn Gaff leaves 
at Deckard's apartment refers to a 
cut scene where Deckard dreams 
of a unicorn, a fantasy Gaff could 
know about only if it were Im- 
planted- The single ray of hope in 
the film is the ultimate humanity of 
Batty. His saving of Deckard both 
reasserts traditional human values 
and illustrates his own humanity, 
which if freed of its termination date 
might live so much longer, and 
brighter than our brief span. This 
concept of humans being as 
upgrade able as hardware is, of 
course, a key cyberpunk theme. 



What Blade Runner is most known 
for, however, is that 'look'. Design 
possibilities were in fact a key 
element in why Scott decided to do 
the film, and upon its completion he 
remarked 'in Blade Runner I would 
go as far as to say the design is the 
statement'. To help with this design 
work Ridley Scott called in Syd 
Meade, an artist who first worked 
for Ford's Advanced Vehicle Studio 
in Michigan state. By 1970 he had 
his own design company, which 
contributed to numerous mass 
transit projects and even the 
Concorde project- His original brief 
was to design the futuristic cars 
featured in Blade Runner, most 
especially the flying spinners, but 
his street scene backgrounds to 
these designs came to Influence 
the broader look of the film. The 
incredibly dense layering effect, 
with the retrofitting of almost 
everything to keep things running, 
was Scott's idea, though, as was 
saturation advertising, with a TDK 
neon as the coldly commercial 
backdrop tor Batty's death. 

Blade Runner's costume 
design has things to say. The punk 
element of this cyberpunk story is 



implanted memory 

Deckard she speak: 
spider with an 'orange 
body, green legs'. It 
worked all summer 
building a nest until the 
"egg hatched and 
hundreds of baby spiders 
came out and they ate 
her'. As Dick's own novel 
subtly admits the notion 
of Nature as an 
anthropomorphic, 
cuddlesome pet i s a false 
one. Whereas his novel 
closes with Deckard 
devoted to an artificial 
toad. Blade Runner 
embraces the cause of 
the replicants from the 
beginning. They, like us 
are creatures abandoned 
in a wilderness of 
meaningiessness with 
short moments of life. 
Their rage against thai 
harshness echoes our 
own, yet by virtue of their 
artificial nature they could 
indeed grab more life 
from their corporate 
creator. Scott's 
endorsement of their 
attempt makes his film 
truly cyberpunk beyond 
even its enormously 
powerful visual design 

In other matters 
however, book and novel 
move in perfect unison. 
Both recognise the .irony 
of attempting to stop a 
perceived evil by 
cold-blooded murder. A 
central, entropic theme ol 
Androids is that you will 
be required to do evil 
wherever you go. It is the 
basic condition of life, to 
be required to via late your 
own identity . . . It is the 
ultimate shadow; the 
defeat of creation" (pi 35) 
Deckard's 'retirement' of 
androids is even more 
shocking in the novel, 
with Luba Luffs killing a 
lot more powerful than the 
prolonged, parallel 
execution of Zhora m the 
movie. That Deckard 
recognises the honor of 
his acts, but continues m 
them, places him in a 
position eerily akin to tt 
Ma j i guards whose 
diaries Dick read. 

At the same lime it is 
clear a two-hour movie 
cannot hope to 
encompass all the ideas 
contained in a 1 83 -page 
novel. While Blade 
flunnerhas produced the 
most realislic cinematic 
depiction of the future yet 
seen, Dick's novel 
focuses on a more 
dream-like, surrealistic 
approach. The novel 
begins with a manial 
dispute over the settings 
of Penfields which can 
evoke hundreds of 
emotions, yet Ibe mam 
point seems to be the 



TGM TX 009:8-8823/116 



FEATURE 




clash between husband 
and wife rather than the 
impact at the technology. 
Another element unique 
to the novel is Mercensm. 
a religion by whi c h people 
share (heir emotions, 
which is perhaps all the 
more valuable tor its 
being false. A supremely 
disturbing novel. Do 
Androids Dream Of 
Electric Sheep? lingers >n 
the mind long after it has 
been read. 

Do Androids Dream Of 
Eiectnc Sheep? \s 
available tor £2.75 in 
Grafton paperback. 

COMING SOON 

Aliens III may or may not 
be strictfy cyberpunk, but 
the script «s being written 
by arch-cyberpunk 
William Gibson. Black 
Glass is a cheap. £1.5 
million Mickery Rims 
production due to begin 
filming this November 
under director Charlie 
Alias. The script is by 
cyberpunk John Shirley. 
Cyberforce is a US TV 
pilot which aims to be a 
cross between Miami 
Vice and Robocop. The 
director is Russell 
Mulcahey [Highlander). 
so there's a chance it 
might be good. 
Macrochip is a Gibson/ 
Shirley script but there's 
no news on it yet. 
Neuromancer will be 
a Cabana Bay Product- 
ion based on Gibson's 
award-winning novel. 
New Rose Hotel (direc- 
tor: Kathryn BJgelow) 
comes from a Gibson 
short story. 

PRODUCT 

Blade Runner is now 
available on Warner 

Home Video sell-through 
tor El 4,95, while the Max 
Headroom series Can be 
rented in two-episode 
volumes dfSthbuted by 
RCA/Columbia, 

COMPUTER 

GAMES 

While there's no game of 
the film Blade Runner, a 
game based on the 
Vangelis soundtrack was 
made by CRL. it featured 
a Blade Runner tracking 
down replidroids in his 
skimmer, then shooting 
them in a crowded city 
scene, A dire game only 
available on 8-bit 
machines, it was 
hardly a massive hit, 
Outcksilva's Max 
Headroom was much 
better {85% in CRASH), 
and featured Edison 
Carter trying to recover 
Max from a 2 1 1 -floor 
building under the 
guidance of Theora 
Jones. 



Cytmrpunk Is Max 
, H&adroom. th* computar- 
'. am&ratod talking head , . , 

















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self-evident in the costumes of Pns, 
numerous participants in the 
crowd scenes, and the B-52-like 
parody of Hachael. Why punk fits is 
its anarchic, De vol utio nary view of 
society as inherently corrupt and 
oppressive which, for LA in 2019, 
seems an obvious truth. In Blade 
Runner, a strangely luminescent 
and beautiful punk vision of 
tomorrow, today's short-term 
commercial values are criticised 
m ore c hi Hi ngly th an i n any of punk's 
increasingly dated music. 



Max Headroom 

The idea of a computer-generated 
talking head originated with 
George Stone, of the Ram Jam 
Corporation software house, and 
he subsequently worked as a 
scriptwriter on the Channel 4 film. 
Initially the concept was for Max to 
host a music awards program for 
Chrysalis Records. Max was too 
good for such a limited forum, 
however, and Max Headroom: 20 
Minutes Into The Future was born 
as a Channel 4 film. The look quite 
clearly owed a great deal to Blade 
Runner, with long raincoats, dark 
lighting, punk villains and - of 
course - retrofitted technology 
predominant And appropriately 
enough the film's Network 23 TV 
reporter hero - Edison Carter- and 
pirate TV station housed in a pink 
bus seem to have influenced 
Network 7 \n turn, 

The story of the reporter's own 
network continuing to run blip verts 
that compressed 30- second ads 
Into three seconds and exploded 
unemployed or old or disabled 
people was nothing special. The 
use of hacking, however, was good 
and quite suggestive of Gibson's 
cyberspace idea. In one scene, for 
instance, Carter's controller tries to 
save him from the villains by 
manipulating the security systems 
of an office block, an effort 
opposed by another hacker leading 
to an excellent computer game 
contest with real people instead of 
sprites. 

Another cyberpunk idea was Max 
himself, a computer- generated 
personality based on Carter's 
memories which raised questions 
about artificial intelligence and life. 
If all your memories were perfectly 
transcribed onto a machine, would 
it be you? 

The film made a sufficiently big 
impact on American TV executives 
for them to commission a six- 
episode series at a cost of well over 
Si million per episode. Episode 
1 was a slightly toned-down 
version of the Channel 4 film, 
developing it into a series format. 
Some nice cyberpunk lines retain 
their power: 'hands are worth more 
than cameras' remarks a villain as 
they take Carter to the body bank to 
be cut up for spares. In addition 
snippets of advertising and 
futuristic news stories broaden the 
depiction of a run-down world, 
much as happens in Robocop. 
An interesting change to 
the original is 



an emphasis on Victorian-age 
typewriter keyboards suggestive of 
Brazil's attitude to technology* 

Episode 2, Rakers, features 
rakeboarding, a floWerbaW-type 
sport developed by the networks 
despite its violence. Carter gets 
involved through his controller, 
played by Amanda Pays, whose 
brother becomes a contestant 
Body Banks, returns to more 
firmly cyberpunk territory with the 
servants of an ageing woman 
seeking a donor for organs needed 
to keep her alive until she can be 
immortalised by the Max Head- 
room AJ process, 

A donor is caught when 
coming into the city to sell her blood 
(many people strapped for cash do 
this in America now), and is swiftly 
taken to a special hospital. Carter 
is naturally called in to investigate 
and a nice homage to Blade Runner 
is made when someone asks him 
'to be kind to animals' as payment 
for a favour. 

The idea of a permanent 
underclass of people is brought up 
by thi s episode, but is unfortunately 
never fully explored. In the Sixties 
the poor were * rediscovered' in 
America and a War On Poverty 
launched which fall afoul of 
Vietnam costs. Since then this kind 
of underclass has become 
accepted again; one famous 
American journalist has even 
argued music sounds better in New 
York City because of its 'extremes 
of wealth and poverty'. The current 
Thatcherite revolution has, of 
course, itself been accused of 
perpetuating and worsening the 
condition of a British underclass. 
Episode 4 - Security Systems - 
was quite obviously inspired by 
cyberpunk writing with highpower 
corporate manoeuvres embroiling 
Carter in a fight with Security 
System Inc's artificially intelligent 
computer A- 7. To clear himself of a 
falsified credit fraud charge - a 
crime 'worse than murder' - Carter 
calls on Max to break the ICE of 
SSI's Al. This ICE - or Intrusion 
Countermeasures Equipment - is 
famous from Gibson's books but 
works well enough here in an 
enjoyable story which weakens 
towards the end. 

The final two episodes are 
considered to be best. War has a 
corrupt TV programmer conspiring 
with urban terrorists to stage 
'events', while The Blanks 
concerns a politician manipulating 
the media and simultaneously 
attempting to destroy blanks - 
people not hooked into the media 
networks. Unfortunately, despite 
some interesting ideas, excellent 
presentation and a nice line in TV 
serf -parody, the series has now 
been cancelled due to high costs 
and lack of immediate success. 



Next month Stuart Wynne will 
examine cyberpunk in print, and 
reply to Mel 'why do I look like a 
French paratrooper?" Croucher's 
ill-founded criticisms of Blade 
Runner on page 10 of this issue. 
He'll also look at Robocop. a new 
cyberpunk classic about to appear 
on video. 




COMPETITION 




Those new guys at Etectra have 
a treat In store for potential 
superheros 5 and galaxy rangers 
with their first release Better 
Dead ThanAiiert starring the one 
and only Brad Zoom - hero of 
nothing in particular. 

Better Dead Than Alien is a 
tongue-in-cheek, addictive 

shooKem-up with titillating 8- 
movie heroics as Brad has a go 
at defeating swooping aliens in 
25 zones. Take a look in the 
reviews for full details on how 



Better Dead Than Alien plays. 

Brad Zoom will be appearing 
on the Electra stand at the 
Personal Computer Show (PC 
Show, Earls Court, 16-18 
September) and all prize 
winners will get a chance to 
meet him (If he's not too busy 
defending the planet that 
is . ..). There are 11 tickets for a 
VIP day out at the show courtesy 
of Electra. In addition to an 
expenses-paid day out, the first- 
prize winner receives £100 cash 



to spend on all the glorious 
software available and wins a 
Battaf Dead Than Mian 
sweatshirt. 10 runners-up each 
get a Batter Dead Than Alien 
sweat-shirt which they can pick 
up on their day out. 

What do you do? Simple; put 
words into Brad's mouth and tell 
us what he's saying in that 
speech bubble as he stands 
there contemplating another 
day of heroics- Best speech 
bubble wins! 



Answers on a postcard or 
back of a sealed space suit to 

BETTER DEAD THAN ALIEN 

CO MP, THE GAMES MACHINE, 
PQ Box 10, Ludlow, Shropshire 
SYS tDB. 

Don't forget to write 
your name and address either! 
Entries must reach TGM HO by 
August 18 and follow the 
competition rules as detailed in 
the masthead. 



TGM TX 009:8-8825/116 



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POSTER EVER SEEN 




DELUXE PHOTOLAB - £69.95 - is the latest in a 
string of graphic packages from Electronic 
Arts. Developed by Digital Creations, it 
combines three programs to create and 
manipulate near-photo quality pictures. Robin 
Candy investigates 

The name "Photo fab' brings to mind the slink of developer 
and fixative, the snap of lens changes in the en larger. In 
fact, this suite of programs' title is a misnomer; it wilfleX you 
fiddle with digitised photographs - if you have a digitizer — 
but its real functions are threefold: a painting utility s image 
processor and poster maker. 




As such, ft is designed to complement 
the existing range of Deluxe graphics 
products and act as a print-driver for 
end res ult a. Its usefulness to you 
depends on what input and output 
peripherals you have; but even it you 
don't own a digitiser, fine results can 
be achieved From artworks already 
existing in DoiuxePaint, although 
without a colour printer you ana not 
going to see the full benefits. 

Let's take a whistle-stop tour 
through the three programs. 

Pftotolab rung on any Amiga, but 
requires at Jeast 1Mbyte RAM. The 
program caters for display in low 
resolution, high resolution, hold and 
modrfy {HAM} and extra-halfbrite - all 
interlaced or not. As usual, these 
define the display area and number of 
colours available in the palette- Extra- 
Harfbrrte is a neat trick which 
effectively doubles the on-screen 
colour-range to 64 in low res and 32 m 
high. The low res palette consists of 
two banks of 32 colours, first bank 
user-defined. The second bank 
repeats the colours of the first but 
displayed at haJf their brightness. For 
details on HAM and Interlace, see the 
panel. 



The Paint utility 

In the work area, the tools are at the 
top of the screen under the menu bar 
and alongside the palette; it's a good 

arrangement because your eyes only 
have to look in one direction for 
clicking. Also the cursor's coordinates 
are displayed - a small but useful 
feature which many utilities neglect. 

The drawing tools will be familiar to 
any art utility users: dotted and 

CONTINUOUS FREEHAND linCS, STRAIGHT LINE 

- solid lines from and to specified 
points using click-drag-release 
techniques, curve - similarly defines 
arcs between two specified points, 

That this is primarily a graphics 
modifying program is reflected in the 
flexibility of the airbrush. Usual is that 
it allows large areas to be painted 
quickty with a random pixei effect, the 
longer the left mouse button is 
depressed the denser the effect 
becomes.. Less so is that the distance 
from the cursor which the airbrush 
affects can be defined by pressing the 
right mouse button and dragging the 
mouse until the desired area has been 
achieved: a useful feature allowing for 
fine airbrush ing of small areas. 



Paint's Colour PateHs )n HAM 



"Extra- 
Half brite is a 
neat trick 

which 

effectively 

doubles the 

colour-range" 



Ludlow Castle ready fo 
print, MOpagos on 3 1txlO 
grid. 



Shapes are catered for in three 
forms: rectangle, oval (you can make 
circles with rtj and polygon. In familiar 
Deluxe style, the apfit icons create 
outlines or filled shapes. Under (he 
heading of poiygons, freeform shapes 
can also be constructed and filled- if 
start and finish points iruss by a few 
pixels, a straight line is automatically 
added between the two, thus avoidi ng 
the irritation of dicing into 
magnification to dot in the missing, 
enclosing pixels - it's another 
thoughtful touch, Shape tools use the 
click-drag-release techniques to 
construct the shape which is not fixed 
to the screen until the left mouse 
button is released. 

The fill toot fills enclosed areas with 
either the currently selected 
foreground or background colour; any 
fill in progress can be aborted by 
pressing the spacebar. Through fill 
control there are tour options: souo 
(default option), trace edges, shush 
pattern and gradient solid speaks for 
itself, trace edges adds a one-pixel 
outline around the boundary of the 
area being filled, brush pattern fills the 
area with a pattern made up of the 
brush in use. ghacheut fills the area with 
a range of colours fading into each 
other, ranges being preselected m the 
palette. Photol&b sets graduation of 
the gradient through the familiar dither 
slider, and the gradient direction can 
be altered. 



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GRAPHICS 



The brush seucTon, depicted as a 
patr of scissors, uses click-drag- 
resease to bo* and pick up rectangular 
areas of the screen. Clicking the 
icon's lower half lets you corral an 
irregular shape for use as a brush. 

The program also has magnify and 
zoom and text. Intent-mode the cursor 
is replaced by a rectangle showing the 
maximum size of the letters within the 
font selected from the library of 




Coiour anMtysiS:Clwcking the population 
by colour of r^d'Using pixtts 

typefaces provided on the program 

Above the tool menu the Title Bar 
accesses a further five menus: 

HHM6CT. BRUSHES, MOOES, QPTJONS and 

fonts m project are all the load/save 
optk>ns and the palette requester. 
Colours can be adjusted either in RGB 
(Red, Green. Blue) or HSV (Hue, 
Saturation , Val ue) or by clicking on the 
sixteen-square array which displays 
all 4096 possible colours, Colour 
spreads can be defined tor use in 
gradient fills, Because they are 
designated by start and end markers, 
reversing the markers reverses the 
spread direction. 

wushes contains all the brush 
manipulation commands, including 
toad/save options and several preset 
shapes. Manipulation commands 
include brush rotation through any 
angle, repealing to any size and recall 
last brush - all virtually standard on 



any art utility 

Through mooes the way paint is (aid 
down on the page can be altered. The 
paint modes include blend and shade, 
useful when producing smooth 
shading, Shading is an interesting 
function: within a defined boundary. 
graduations ol a single colour can be 
painted in bands which run from full 
colour saturation lo none at all. This 
and gradient fill are powerful 
commands, particularly useful when 
shading complex shapes or creating 
effects which would normally take 
hours to achieve. 

Under options the Till and magnify 
modes can be altered. 

Posters 

The second program. Posters, is a 
resizing layout system and print - 
driver which can be used to print your 
masterpieces as postage stamps or, 
over many sheets of paper, as 
billboards up to 1 DO square test! 

Basically, what it does is import a 
ready-made picture into the work 
area, which is made up of a grid, each 
rectangle representing one printer 
page. The original artwork can then 
be resized, keeping its aspect ratio 
(though this can be turned off for 
distortion}, to cover as many pages as 
you want. The poster grid is easily 
defined for each page dimension to 
suit either your intended design or 
printer paper- 
Through PRINT REQUESTER, the 
resulting image is printed in vertical or 
horizontal columns off the grid. Single 
pages within a large poster can be 
selected for printing in case any error 
occurs. It can be set for continuous 
paper feed or single sheet feed- either 
way the result can be pasted together. 
During printing, the smooth function 
does antialiasing, while white 
background tells the printer not to print 
colour register zero, so objects drawn 
on, say, a red background, can be 
vignetted if the red is set to the zero 
register- 
Colours 

The final program is for processing 
pictures. As its name suggests, the 
program is primarily concerned with 
colours, be it changing specifics or 
even switching display modes. It's 
most powerful function is to allow 
artists to import several pictures and 
combine elements from each while 
matching colour harmonies from 



"One useful 

aspect lets you 

convert a 

picture from 

one display 

mode to 

another" 



BITS, HAMS AND INTERLACE 

The Amiga supports 32 colour registers from a universe Of 4,096 possible 
colours defined by the number of available bit-planes. In low resolution, with 
live bit -planes, Z2 colours are possible on screen simultaneously, halved, of 
course, in high resolution with four bit-planes. 

On each bit-plane there can only be two possible colours - pixel switched 
on or off - add another bit-plane and there can be four colours. Each 
additional brt-plane raises the available colours by the power of 2. 
Limitations are imposed by the cost of providing bit-planes and the 
enormous increase of memory required per plane. 

HAM uses 16 colours but displays all 4,096 by addressing the first four 
bit-planes (2x2*2x2}. and then using the fifth and sixth to determine whether 
the register colour or a modified colour should be displayed- What it does Is 
take the preceding pixel's RGB value and substitute a new value for one of 
the RGB components; thus it takes three pixels to change from black to 
white (black: 0.0,0- 0,0.15; 0,15,15: white: 15,15,15}. a process called 
' ramping' Clearly, this mates fine detail work in HAM hard to achieve , 

Interlace doubles the vertical dimension of pixels, the advantage being an 
increase in vertical resolution without sacrificing the number of colours 
available in the selected mode. But in Interlace mode two screen scans are 
required, painting each alternate horizontal row of pixels. This creates a 
fishery effect which can be distressing 



after a few minutes. 



SEPARATE 

Colour printing, 

professionally, is done 
by using four standard 
ink colours: cyan, 
magenta, yellow and 
black. By overlaying 
these, full-colour 

effects can be 
achieved, although 
proper pictures require 
very accurate and 
sophisticated tech- 
niques to achieve a 
high-quality resurt. 
Nevertheless, by using 
the separation function 
in Photolab set to those 
four colours, you could 
print out four images for 
each colour register 
using black ink on your 
printer. These four 
black-and-white 
images would then be 
used by a printer to 
overlay the four colours 
In register to provide an 
acceptable end result in 
full-colour. A fiddly 
process, but one which 
could be employed in 
adding simple colour 
pictures to DTP 
projects, 



"It has all the 

major tools, 

Includes 

powerful 

commands and 

incorporates 

improvements 

over 
DeluxePaintH" 



different palettes to an optimum. 

Once a picture has been loaded, the 
colour command screen appears. This 
is a fairly complex menu containing 
many gadgets. 

The COLOUR STATISTICS BlSPLAV shOWS 

information about the components of 
any colour in the picture. It gives 
values for RGB, HSV and yellow, cyan 
and magenta levels. As well as the 
components of a colour, the program 
also gives a readout on the 
percentage of total pixels that are that 
colour. Just beneath the statistics 
display is the register obaph showing 
RGB and HSV components or pixel 
population in bar graph form. 

Flags are used to change the 
amount of red, green, or blue in a 
colour This can affect the entire 
palette or specific colours. 

Pulling down the Colour menu 
provides access to a host ol options, 
separate is a submenu to produce 
colour separations of your picture in 
red, green, yellow, cyan, magenta and 
black; selecting red, for instance, 
turns the entire picture red, and the 
blue and green values are set to zero 
(won't pnnf) while the red values 
remain untouched. 

match palette matchesthe picture to 
the palette of another picture. The 
picture uses the palette from another 
picture while trying to preserve I he 
appearance of the original as much as 
possible, 

make aw converts the current 
picture into a black-and-white image, 
while negative instantly switches 
polarity to create a reverse-video, or 
negative, image- 
One usefu I aspect of Colours is that 
li lets you convert a picture from one 
display mode lo another, and it's 
easily achieved. The view wooes menu 
contains the option set to. Selecting 
this calls up a list of possible 
resolutions for your picture, Once a 
display mode has been selected, 
Colours converts to the new formal 
attempting to keep it as close to the 
original as possible- The size of Ihe 
colour palette may increase Or 
decrease depending on the format 
selected Should the palette 
decrease, the computer estimates 
which colours to sacrifice by 
performing a pixel count and 
recolouring areas with the nearest 
corresponding colour. 

Conclusion 

The Paint program is good enough lo 
sell as a stand-alone art utility. While it 
isn't the most powerful drawing 
program on the Amiga, it has all the 
major tools, includes powerful block 
and fill commands and incorporates 
several improvement over 

DeiuxQPaint Win some details, Posters 
is only useful if you possess a high 
quality colour ink printer which the 
program is capable of exploiting to the 
full. 

Colours is an extremely useful 
program for modifying existing 
pictures, particularly when combining 
elements from several pictures where 
numerous colour changes may have 
to be made or in enhancing digidsed 
images. Photoiab is, at a reasonable 
price, not only a satisfying addition to 
a hobby, but also a useful tool in the 
mechanics of low-cost desk top 
publishing if you're moving into low 
resolution colour production. 



TGM TK 009:8-8827/116 



FEATURING 



<*Ho S 



*«S 



NlNj A 



e *P 



<-Oa 



/*, 



FIST 



■O^ 1 ' 




-VAVJ 



.CE^ 





AND MANY MORE! 




THE NAME BEHIND 
THE GREAT GAMES 




L 



REVIEWS 



LEAP REVIEW 

45 ■ WHERE TIME STOOD STILL 

Denton Design use their forgot you are pitted against 

expertise learned on the prehistoric man and beast in a 

successful Great Escape and desperate attempt to return 

come up with the ultimate your marooned party to 

■ movie ' game ; Where 77ms c i v i li sat i on. Thi s one "b going to 

stood Stiit. Set in a land that time be a monster. 



arsnassEfr 





SPECTRUM 48/1 28 

Alternative World Games 56 

Bionic Commandos 49 

Football Manager II 64 

Hopping Mad 41 

Marauder 48 

Mickey Mouse 66 

Shackled 34 

Skate Crazy 55 

Starring Charlie Chaplin 36 

Street Fighter 54 

The Empire Strikes Back 61 

Tr» Flintstones 45 

The Fury 44 

The Realm 68 

Where Time Stood Still 45 

COMMODORE 64/1 28 

Barbarian II 56 



Dark Side 
Dream Warrior 
Hawkeye 
Hopping Mad 
Marauder 
Mindfighter 
Shackled 
Skate Crazy 
Street Fighter 
The Flintstones 



55 

4a 

31 
41 
48 
70 
34 
55 
54 
45 



The Games {Winter Edition) 35 

AMSTRAD 
CPC 

Hopping Mad 41 

Impossible Mission II 43 

Shackled 34 

Starring Charlie Chaplin 36 

Street Fighter 54 



The Flintstones 45 

The Fury 44 

ATARI **T 

Better Dead Than Alien 5 1 

Bionic Commandos 49 

Corruption 69 
Deluxe Scrabble 

International Soccer 62 

Killdozers 42 

Lords Of Conquest 50 

Mindfighter 70 

Night Raider 65 
Peter Beards ley's Football 40 

Quadrallen 42 

Shackled 34 

Side Arms 43 

Sidewinder 44 

Virus 34 



AMIGA 

Annals Of Rome 60 

Better Dead Than Alien 51 

Black Lamp 64 

Buggy Boy 50 

Deluxe Scrabble 34 

Faery Tale 37 

Football Manager II 64 
Peter Beardsley's Football 40 

Phantasm 40 

Return To Genesis 37 

Sentinel 36 

World Darts 50 

PC 

Brix II 30 

Impossible Mission II 43 

Reach For The Stars 46 

Starring Charlie Chaplin 36 

Skyf ox II 30 



36 ■ 
SENTINEL 

The addictive strategy game 
transports itself onto the Amiga 
this month. Complete with a 
suitably eerie sound track, 
Sertfrnef will have you 
absorbed . . . for hours 

55 ■ DARK 



It may be the slowest of all the 
versions but Dark Side on the 
Commodore 64/1 2S remains 
ore at the best games of the 
year so far. And wait til I you hear 
the music. 

61 ■ THE 
EMPIRE 
STRIKES BACK 

Help the rebel alliance as they 
battle against the Empire in 



Domark's Star Wars sequel. 
Destroy the Prabots , trip the AT- 
ATs and dodge asteroids in this 
vector graphic epk=- 

30 ■ 
HAWKEYE 

Control a Synthetic Life Form 
and fight your way through 
hordes of aliens in an effort to 
save the world from the deadly 
Skryskis. Super-smooth 
scrolling and incredible sound 
FX - the trade marks of 
Thalamus- combine with great 
gameplay to provide hours of 
finger bustin' blasting. 



BARBARIAN II 

Journey to the depths of Draw's 
dungeons hacking and slaying 
vile creature s as you go . . . until 
you meet the dread sorcerer 



face to face. Take the role of 
either the wig-wielding 
Barbarian or provocative 
Mariana In your quest to free the 
land of Drax's menace. 



31 ■ VIRUS 

The Archimedes version (titled 
Zarch) blew our minds (which 
explains a lot) and we raised our 
eyebrows when news reached 
us of an Atari ST version. Curse 
us for having doubts! Virus is 
incredible*, hardly discernible 
from the BBC original - you 
won 't believe yo ur eyas. 



NEXT MONTH . . . 

More games than you can wave 
a joystick at . . . we'll have Foad 
Blasters, Fire And Forget. 
Marscops, Bard's Tata ill, more 




of The Empire Strikes Back and 
the 16- bit versions of Street 
Fighter. 



TGM TX 009:8-8329/116 






VERSION UPDATE 

Return 
of Zarch 



VIRUS 

Firebird 



ATARI ST: £19.95 

BETTER known, perhaps, under 
its Archimedes title Zarch, this ST 
Firebird conversion of the Superior 
Software game has been done by 
its author David Braben, co- 
author of the classic space 
combat/trading game Elite. As 
Superior Software hold copyright 
to Zarch, Firebird were forced to 
use another, hence Virus. 

An alien force has invaded your 
region spreading in its wake a red 
virus which chokes the life out of 
the very heart of the land. To 
combat the threat, a hgverptane is 
made available to patrol the 
region, armed with missiles and a 
laser cannon and controlled, by 
you, via the keyboard or mouse 
(the former being slightly easier to 
master the intricate Ship controls ) 

Two further spacecraft have 
been added tp the alien forces 
infesting the ST version; an 
Attractor uses a tractor beam to 
pull the hoverplane into the ground 
it Ft gets too close and a mystery 
spacecraft appears later on in the 
game armed with a lethal new 
weapons system. Otherwise the 
gameplay is similar to Zarch 
(reviewed TGM002 ©1%), mildly 





TT» STs large coiour palette is extensively used in Virus 



Zarch by any other nam* 

repetitive but the execution makes 
it stand oul from other games. 
While the STs 16-bit processor 
can't match the speed of a RISC 
machine, the scrolling is still rapid. 
Sound is limited but effective and 
the STs colour range is 
extensively used. The impact of 
Virus comes not so much from its 
impressive graphics and technical 
prowess but from the closeness 
with which the ST version 
replicates the original 32-bit RISC 
game. 

ATARI ST: OVERALL 83% 



BRICKBAT 



BRIX II 

PC Leisure/Prism 



We reported in TGM008 (page 7) the Prism Leisure 
Corporation's resurgence, and following last 
month's Arac conversion, this game is the second in 
a series of five PC Leisure budget games for 1988. 
It has a lot in common with one of the oldest and most 
basic types of computer game, the Breakout genre. 
Programmed by Richard L Wright, it is his first 
game. 

Breakout games enjoyed 

something of a revival last year 
with the superb Arkanoid.Brix it 
adds to the formula by having four 
bats, each on one side of the 
screen, rather than the usual one. 
Parallel bats, (top and bottom, left 
and right) move in tandem so not 
too many keys are needed. Other 
special features include big bats. 
trick bats, speed bats . 

In theory Brix il sounds 
interesting, but the execution is 
poor. When the centre of the 



screen is filled with bricks there is 
very little time to react to rebounds 
and with such unimaginative 
designs and use of colour there 
isn't much incentive to persist 

The screen editor is a lot easier 
to use than actually playing the 
game, but unfortunately there's no 
save option so the point is a little 
questionable. Using the editor to 
review the game's 20 screens 
shows the programmer's own lack 
of inspiration for this unattractive 
and overly difficult Breakout done?. 




A clans to break out of- (Jul! graphics and difficult gameplay 



PC Diskette: £9.99 

Apart from the fact that Sri* U autoboots, it's difficult to find 
much worth praising in this program . Sound FX are d ire, while the 
graphics are poorly designed and make unimaginative use of a 
non-EGA palette. 'User-defined keys' in fact merely offer a 
choice between shift, ESC and CTRL keys. Avoid. 

OVERALL 17% 



"An unattractive and overly difficult 
Breakout clone" 



30/116 TGM TX 009:8-88 



REVIEWS 



BRAINLES 
FUN 



HAWKEYE 

Thalamus 



B 



oys Without Brains sound more like a pop bard than 
programmers (and behaved like one at last year's 
PCW Show when Thalamus signed them up.) They're 
a four-man Dutch team 



Many centuries ago a prosperous 
and thriving civilisation was raided 
by theSkryksis, a vicious band of 
space nomads who built huge 
industrial radiation plants on their 
planet. These eventually poisoned 
the atmosphere and destroyed 
most life. Those that did survive 
retreated underground and swore 
revenge on the nomads. They built 
a synthetic warrior to fight for their 
cause- halt human, halt machine 
- it was capable of withstanding 
the crippling conditions above 
ground and sufficiently armed to 
tackle the heavily gu arded sectors 
around the radiation plants. 

It was decided that computers 
would not react fast enough to the 
type of opponent the Synthetic 
Life Form (SLFJ would have to deal 
with, it had to be guided by remote 
control, a task entrusted to a 
veteran soldier called Hawkeye - 
the fight for justice begins. 

Power surge 

The game takes place over a 
horizontally parallax-scrolling 
landscape, with you in control of 
iheSLF. Trie various environments 
in which you engage the enemy 
include cities, icy plains, dusty 
deserts and ultimately the 
Skryksis central base. The 
enemies encountered attack in 
droves and lake the form of flying 
creatures, giant robots and 
prehistoric animals. In an attempt 
to counter their destructive efforts 
The warnor is armed with an 
rmpressiYe array of weapons: a 
hand gun, machine gun, laser nfle 




and - most devastating of all - a 
rocket launcher. All weapons 
(apart from the hand gun) have 
limited ammunition, although 
reloads can be performed by 
picking up the correct icon. 



TTw wwWJmjomI graphics anj Hawfcoye s outstanding feature 




Horizontal p&r&nax tcrotHng 



As well as beating off the 
incessant enemy attacks, four 
p uzzle pieces have to be col lected 
to complete the current level. Your 
inventory of icons is indicated on 
the panel above the play area. 
Once all four pieces are collected, 
you are whisked to the bonus 
screen where a power, bullet, laser 
and rocket bonus are awarded. 
These are displayed as a subtotal 
before the SLF is sent to deal with 
the next of the 1 2 levels. 

In development for the better 
pari of a year, Hawkeye's large, 
well- animated graphics bear the 
polish marks of dedication and are 
the game's most outstanding 
feature. 



COMMODORE 64/128 

Cassette: £9,99 

Diskette: £12.99 

Graphically and aurally very 
professional, it falls short of 
Thalamus's previous high 
standard in gameplay, which 
is run-of-the-mill. Control of 
the warrior is at times finicky 
as pixel perfect accuracy is 
needed to reach some of the 
platforms, Hawkeye is a good 
version of a tried and tested 
game format, 

OVERALL 80% 



OTHER VERSIONS 

An Amiga version is under 
consideration. 



"Large, well-animated graphics bear the 
polish marks of dedication" 



TGM TX 009:8-8831/116 



Against a silver moon ... 
an awesome shape emerges . . ■ 
rumbling towards its destiny. 



4 



\ 



4- 






50,000 tons of awesome 

power knifes its way 
through an ink black sea! 



flCTIOH 



RUCTIOfl 



Spectrum 
£9.99cassette £12.99+3 disk 
Amiga Apple 

£19.99 disk £19,99 disk 




POOR 
CHOICE 



SHACKLED 

US GOLD 



This US Gold version of a 1 986 Data East arcade game 
I was programmed by Choice Software, who tend to 
specialise in conversions. Their previous games 
■ include World Games, California Games and KungFu 
Master. 




For reasons that are less than 
obvious, alt your friends have been 
kidnapped and imprisoned in the 
cells of a huge underground 
complex. Naturally you set out to 
rescue them and in the dead of 
night enter the complex. Viewed 
from a similar perspective to 
Gauntlet a second player can join 
in to help explore the dungeons 
and rescue imprisoned friends, 

A friend in need 

Masses of stupid but heavily 
armed guards pack the corridors 
and dungeons of this strange 
place, Cell doors can be opened 
by blasting them with a weapon 
and if a friend is inside he will be 
freed to follow after you. Usefully 



ATARI ST 

Diskette: £19.99 

The ST game suffers from 
atrocious graphics, jerkily - 
moving enemies and very 
mediocre sound FX and 
tunes. Disappointing, 

OVERALL 43% 



your friends are ell armed with 
special weapons - perhaps that's 
why t hey were i imprisoned - which 
you may use once the friend is 
rescued- Once you have freed as 
many friends as you think are on a 
level you can leave it via the exit - 
usually behind a special locked 



Tfws* chains arwr'f as good as tfte rest 

door. 

There are over 100 levels 
necessitating a sensible multiload 
system on cassette versions. To 
see them all fully use is made of 
various objects left behind by 
zapped enemy guards and big 



AMSTRAD 

Cassette; £9.99 
Diskette: £14.99 

Initial impressions are poor, the scrolling is laborious and 
character movement jerky. However, once a 'Speed-Up' has 
bee n g ai ned the ga me becomes a lot faster and h with some qu ite 
good sound FX, fairly enjoyable. Nevertheless by comparison 
wtth Gauntlet the game is distinctly sub-par and offers little in the 
way of originality, 
OVERALL 52% 



SPECTRUM 48/1 28 

Cassette: £8.99 
Diskette; £12.99 

The Spectrum has minimal sound FX and graphics that are both 
monochrome and poorly detailed. This, combined with 
unoriginal and repetitive gameplay, makes Shackled a very 
unattractive- prospect. 

OVERALL 43% 



- Commodore 64 

monster enemies. The objects 
include "speed-ups', shot 
'speeds' and 'extra defence'- 



COMMODORE 64/128 
Cassette: £9.99 

Diskette: £14.99 

The Commodore game 
comes complete with some 
very nice background music 
and smooth scrolling, 
Graphics are bland however 
and provide little incentive to 
fight onto the higher levels. 

OVERALL 47% 



OTHER VE RSIONS 

An MSX version is planned. 



"Unoriginal and 
repetitive 
playability, a very 
unattractive game" 



VERSION UPDATE 



It plays to improve 
your word power 



SCRABBLE DE LUXE 

Leisure Genius 



Atari ST: El 9,95 
Amiga: £19.95 

FOLLOWING last months De 

Luxe version of JWdnopory on the 
Commodore 64 come 1 6-bit 
conversions of Scrabble Db Luxe, 
originally a monochromatic 12SK 
Spectrum game. 

The new Amiga game is in fact 
Leisure Genius's first for that 
machine and features an attempt 
to improve On the rather flat ST 
presentation with subtle shading 
on the plastic-looking tiles and 
more attractive board colours. 
While not m any way striking these 
changes are for the better, 
although the ST's cardboard- 
looking wooden tile finish and 
simplistic board in no way impair 
\ playability, 



Options include setting a timer 
for moves, forcing the computer 
to make its move instantly and 
even having the computer display 
what words it's thinking about 
using. 

Gameplay is identical on both 
machines: up to four players can 
take part, three of which can be 
computer-controlled, each having 
a tray with seven letters. In turn 
players make up words from 
their tiles (yes, this is the bit for 
people who don't know 
Scrabble), fitting them onto the 
board by using a letter already 
there. For instance, you might 
put GA and ES around fvl to 
make GAMES. 

The words all score points 
according to the point values of 
the letters, and any special board 



squares which are covered. At any 
time the com puter can be asked to 
juggle the tiles displayed on your 
tray or give a hint. The latter is 
particularly useful when playing 
a computer opponent on skill 
level 8. 

The 16-bit versions have just 
4,000 more words than the 
20,000-word vocabulary of (he 
Spectrum, and on higher levels 
some of the obscure ones seem 
almost specially designed for the 
game and aren't in most single- 
volume dictionaries. At the same 
time words like 'mount' and 



vinery" aren't included in the 
vocabulary, so a dictionary is 
useful for checking your own 
words when the computer 
challenges. 

Unlike most boardgames, this 
loses little in its computer 
translation - and the 16-bit 
opponent can prove very tough 
indeed. If you like word games 
both conversions should prove 
very attractive. 

ATARI ST: OVERALL 68% 
AMIGA: OVERALL 70% 



tjntko mst hoftrdgms, itis Ises Ittle in tts COpUtt transitu 



34/116 TGM TX 009:8-88 




REVIEWS 






1' 



DOWNHILL 





THE GAMES (WINTER EDITION) 

Epyx/USGOLB 



It may have missed the Winter Olympics at Calgary in 
Canada but The Games is just in time for the Summer 
Olympics. Ttie delay was due to the American version 
containing references to Epyx sponsorship. They 
snonsored the American US Olympic Committee and as 
Ss irrelevant to the UK and European market all 
Terences have been removed. The Summer Edition 
of The Games will follow. 



Like previous Epyx programs In | 
the Olympic Games series, The 
Games' s seven events start with 
the Opening Ceremony, lighting 
ihe Calgary Olympic Flame, 

Up to eight players may 
compete in of practice any number 
of events High scores can be 
saved to disk. 

The luge is first, a sport requiring 
Intense concentration as you slide 
feet first on a toboggan down an 
iced track at horrific speeds, 
ri's simitar to the bobsleigh run 
but without, the added protection 
of the bob - the luge competitor 
rteeds lo keep from hitting the 
track walls, take curves tightly and 
avoid dnfting during the straights. 
Once moving down the track, the 
event becomes a simple matter of 
memorising the route, and 
maintaining a steady course using 
left and right on the joystick. 

Second is cross-country skiing 
Power, continuous rhythm and 
sheer determination are all 
qualities skiers need to survive the 
punishment of crossing one, two 
or five kilometres of snowy terrain. 
Time the joystick movements with 
the skier's leg movements, climb 
alopes and push away to 
accelerate down hills. Build up a 
steady rhythm, keep the pace 
going and don't tire - stopping for 
more than four seconds results in 
a fautt. Th'S is a simple event, 
with simple game control, but it's 
well implemented. 

The elegant sport of figure 
skating follows. The precision, 
perfection and art of skating on ice 
to music place the very highest 
demands on the player; expert 
coordination is requii d to 
succeed. Commencing th i event, 
you select the music to si- ite lo- 
ranging from classical 13 rock. 
Moves should be choreographed 
so they coincide with memorable 
points in the music During the 
event joystick control is simple; 
push left or right around the rink 
and up to perform a move at a 
suitable time. Points are awarded 
for technical and artistic 
performance relating to execution 
and timing of each move. Despite 
the simple control, keeping up with 
the music is near impossible as the 
moves are difficult to follow 
through and their execution takes 
time; in this event, where timing is 
-il.it soon becomes tiresome 



In the ski jump a. lone contestant 
skis down a slope and leaps off 
the ramp edge in an attempt to 
cover the maximum distance by 
soaring through the air. Pushing 
off from the top of the slope, you 
use first-oerson view to keep on 
course, avoiding the ramp sides 
and pressing firf at the exact 
moment to lift off. A dive into the 
snow is the reward for those who 
wait too long or press too soon. 
Once in the air, the view changes 
to third-person perspective, 
where an aerodynamic and stylish 
posture is required for the brief 
flight. Wait until the last minute 
before going into landing position 
lo get a score, Scores are based 
on distance travelled and style of 
flight. The ramp run is relatively 
easy but landing at the last 
possible second is not, due to the 
lack of a height indicator and visual 
aids. 1t takes a lot of practice. 

The rhythm method 

The skiing continues with the 
slalom shown through a third- 
person view as you and an 
opponent race down the slope, 
swerving between the flags. 
350- and 400- metre slopes are 
the challenge; each has two skill 



levels. The skier must keep close 
to the flags to reduce drift and 
record a good time - missing the 
sequence or hitting the side incurs 
a fault. The slalom is simple in 
gameplay and style but requires 
rhythm control and coordination 
throughout. 

The sport of speed skating has 
already been recreated in Epyx's 
Winter Games. And for the event 
here, the skaters are displayed 
head-on and the track is shown 
around the outside. While merely a 
reworking of Winter Gomes, this 
event is enjoyable, using the 
familiar rhythm control method as 
the player times joystick 
movements with the motion of the 
skater's arms and legs. As always 
practice makes perfect and Epyx 
veterans shouldn't have any 
problems, It's an improvement on 
the Winter Games version in 
graphics and general feel, 

The seventh and final event, 
downhill. Is also graphically the 
crudest. Viewed in first-person 
perspective, you race down the 
mountain passing through gates. 
At the start, up to four cameras can 
be set up along the route to record 
progress, the view changing to 
third-person perspective as you 
pass them. The simple graphics of 
gates rushing past make it a fast 
event and help capture; the thrills 
of downhill racing. To become 
proficient, remember the layout of 
gates and gradually increase your 
speed to set new world records. 
The Games ends with the 
i closing ceremony with each 
| country awarded its medals, the 



Olympic Flame going out and the 
night-time Sky lit up by firework 
explosions. 

With Winter Games already 
available there's a sense of deja vu 
with The Games (Winter Edition). 
Epyx have stuck to their familiar 
control methods - which are now 
showing their age. The sporting 
and competitive element whtch 
made earlier Epyx products so 
successful is lost in ridiculously 
difficult events such as figure 
skating, The concept is rather 
tired. 



COMMODORE 64/128 
Cassette. E9.99 
Diskette: £14.99 

True to the Epyx standards, 
the graphics for much of the 
game are excellent with 
animation to match - sound 
Is also suitably atmospheric. 
The opening and closing 
ceremonies, medal 

awarding screens and 
overall presentation is of a 
high standard. Disk access 
occurs for each event 
meaning cassette owners 
get a raw deal once again. 
OVERALL 75% 



OTHER VERSIONS 

Available shortly for Amstrad 
CPC; cassette £9.99 and 
diskette £14-99, Atari ST: 
£9,99, MSX 64K: cassette 
E8.99, and Spectrum 48/120; 
cassette £8-99 and diskette 
Ei£.99, Apple H ar, d Amiga 
versions are due soon but no 
prices are available yet. 



"There's a sense of 

deja vu, the style is 

now showing its 

age" 



Conewrtrattafl, nt—rkig ant snow 9Q99*** ***—**"*** f^ "" lua * 




TGM TX 009:8-8835/116 



A WRONG CHARLIE 



STARRING CHARLIE CHAPLIN 



US Gold 



Some nine months after TGM001 showed screenshots 
of the ST version, the game has at last been released 
for some home computers. The programming house 
responsible is Canvas; their people wrote Wizard 
Wan and converted Road Runner. Conversions for 
Spectrum and Amstrad are by Tlertech 



Bestdes being a renowned actor 
Chaplin was atso a respected 
director/producer - the US Gold 
game has you taking on all these 

roies. 

To begin with, as a prospective 
film -maker you must select which 
of the available scripts he will 
shoot - the best place to start is a 
low-budget movie with as few 
scenesaspossibie. Scenes can be 
shot m any order you choose, but 
while the sets and backdrops vary 
from scene to scene trie basic 
objective is always the same: 
beat up the bad guys. Once shot, 
the scene is 'edited' 

Your public 

Once all the scenes have been 
Shot to your satisfaction you must 
show the whole film - linked 
together by captions - to a cinema 
aud«nce. Whether it's a runaway 
hit or a massive flop, audience 
reaction remains minimal. 

Starring Charlie Chapiin 
contains minimal film-making 



activities and is more a segmented 

beat-'em-up than anything else. If 

all the scenes had been linked 

together, it might have been a 

lot more impressive. 

Monochromatic monotony: the backdrops vary, bvtgmtrmpiay is predictable 

-PC 



AMSTRAD CPC 
Cassette: £9.99 
Diskette: £14,99 

The tunes are nice when you 
punch someone. The game 
remains fundamentally lim- 
ned, however, a nice idea but 
with little action. 

OVERALL 52% 



PC 

Diskette: £24,99 

A graphic masterpiece with 
each and every aspect finely 
detailed. I n addition there are 
considerably more scripts 
than on the S-bft offerings 
with an option to save 
movies onto disk and even a 
little music during the public 
showing. If payability had 
been better this would have 
been a very good game. 

OVERALL 57% 




e\ 4 mh* « s p f * 






^B3 1 l j I fTTTTTTn ^^M [IJTJLll |t= I 

■nrBJ DBEn — - imrnni lsl 





SPECTRUM 48/1 2 a 

Cassette: £8.99 
Diskette: £12,99 

Monochrome graphics are 
well suited to this machine 
and these do look very nice - 
in a Skool Daze-ish way. 
But sound FX are minimal 
end lend little atmosphere to 
this; dull game. 

OVERALL 51% 



OTHER VERSIONS 

Conversions ere imminent 
for the Commodore 64/1 2B: 
£9.99 -cassette, £14.99- 

diskette and Atari ST: £l9.» 



'* . . . a nice idea but 

with little action." 



VERSION UPDATE 

The conversion off the 
sentry? 



THE SENTINEL 

Firebird 



Amiga: £19.95 

ONE of the most original games 
ever to appear on home 
computers, The Sentinel caused 

something of a sensation in ZZAP 
64! magazine where the 
Commodore 64 version of this 
original BBC game was judged 
unrateable and "the best game 
ever written tor a computer'. 

TGMOOT carried news ot an ST 
conversion and an 'imminent' 
Amiga one, The delay in the latter's 
release seems to have been 
justified, however, by the addition 
of an especially atmosphenc 
soundtrack. 

Gameplay remains essentially 
unchanged, with you becoming a 
Synthoid in a quest to overthrow 
the Sentinel's rule on 10,000 
worlds. The battle is fought in 
terms of energy over solid 3-D 
landscapes from the Synthoid's 
point -of- view. On the first 
battleground, for instance, the 



Synthoid is placed at the lowest 
part of the landscape while a 
Sentinel done rotates at the 

highe$t point on its special 
pedestal. The gaze of the Sentinel 
drains energy from wherever it 



looks, so survival depends upon 
staying ahead of this lighthouse- 
like absorption beam. 

The Synthoid moves by creating 
a replica of itself and transferring 
across into it, Once in the new 
shape, you should conserve 
energy by guiding the cross-sight 
over to the old shape and 
absorbing its energy, An object 
can only be absorbed if its base 
square can be seen, so to absorb 
the level's Sentinel a player must 
constantly seek high ground, 
achieved by using energy to create 
boulders upon which the next 



It tight* up our tita 




Synthoid replica can be placed. 

Energy can be collected by 
absorbing trees growing in the 
landscape. Each is worth one 
energy point; it's worth delaying 
the final assault on the Sentinel 
until as many trees as possible 
have been absorbed, because the 
amount of energy held at the end 
of a level determines how many 
levels you can jump for the next 
turn, 

At the end of each level a code 
is given for the next, so ultimately 
it's possible to reach level 10,000, 
On later levels the Sentinel is aided 
and abetted by several Sentries, 
and there can be as many as five 
death-beams sweeping the 
landscape. Fortunately for 16-bit 
owners there's a help function 
giving an in-game map on 
demand. 

To begin with The Sentinel may 
prove frustrating, although the 
mouse control option helpfully 
cuts down on the keys needed , but 
once the first landscape has been 
mastered you will be hooked on 
one of the most compelling games 
ever. Scrolling remains stepped. 
like Driller, but js much faster on 
the Amiga and, together with some 
excellent music, makes this a first- 
rate conversion ot a first-class 
game, 

AMIGA: OVERALL 94% 



36/116 TGM TX 009:8-33 



REVIEWS 



HOLM IS WHERE 

THE HEART IS 



THE FAERY TALE ADVENTURE 

Mediagenic/Microillusiorts 



inally there's a Mrcroillusions game not designed by 

Fthe infamous Beichart Von Wolfsheild; instead one 
David Joiner, looking very menacing on the 
packaging in his award-winning black armour, lays 
claim to this graphical adventure. The Faery Tale 
Adventure has been an expensive import, but now 
Mediagenic have taken over distribution the price nas 
become more reasonable. 



objects and taking/giving/using 
them are possible. Initially, of 
course, the most useful actions 
are running and, when cornered, 

fighting with the skeletons, ghosts 
and ogres which roam the land. 
With some magical objects, and 
money to buy a sword or bow, 
adventuring can become a bit 
more positive . 



Once upon a lime they didn "t have 
many different opening lines to a 
story, not even in t h e Magical Land 
Of Holm where a Master at Arms 
and his family lived in a peaceful 
little village. The Master at Arms 
Had three children. Julian, Phillip 
and Kevin, who were as different 
as could be. Destiny, it might 
seem, would be very different for 
the brothers - but eventually all 
were to be dedicated to one, all- 
important mission. 

In the past the village had been 
protected by a talisman, but now it 
had been stolen so the Man at 
Arms was dispatched to find help. 
But when eventually he did return 
it was without help, and but little 
lite remained in his wounded body. 
Spirit draining, he told of an 
evil Necromancer who held sway 
over the land, of Malbareth the 
Seer who had predicted such a 
line - and of a remedy; perhaps, 
■me quest to defeat the 
Necromancer was dangerous, but 
the brothers undertook it with a 
proud determination, 



Bloodily realistic 




The Faery Tale Adventure has 
some nice, thoughtful features - 
ghosts of the killed brothers give 
advice to the siblings that follow 
them on the quest. There's a lot of 
walking to be done, however, and 
the whirr of the disk drive 
announcing new enemies to battle 
can become wearisome after a 
while. Solving the game requires 
lots of mapping, fast reactions to 
kill the ogres who often carry 
valuable items, and patience 
While no longer state-of-the-art. 
nor quite as atmospheric as Where 
Time Stood Stilt, this remains an 
intriguing graphic, virtually -arcade 
adventure that has hardly dated. 



AMIGA 

Diskette: £29.99 

Graphically pleasing rather 
than astounding, some 
unconvincing animation is 
compensated for by realistic 
touches such as the welter of 
blood when someone is 
convincingly killed, and the 
bubbles surfacing overhead 
should a character walk 
under water. A nice tune and 
adequate sound FX accom- 
pany the graphics, making 
this an attractive and comp- 
elling game. 

OVERALL 79% 



Walkabout 

The story of the brothers and their 
quest is told in the time-honoured 

form Of a graphical adventure with 
an isometric-like landscape of 
over 17,000 screens. The player 
controls one of the brothers by 
joystick, mouse or keyboard with 
the latter two also needed to cast 
spells, talk, buy things and access 
game options such as load and 
save. In addition such advenlurish 
actions as looking for hidden 



OTHER VERSIONS 

In the process of being written are conversions for the C64 and 
IBM PC. both for E29.99 an disk. 



"While no longer state-of-the-art, Faery 
Tale is an intriguing arcade adventure" 



VERSION UPDATE 



RETURN TO 

FireMro 






Amiga; £19.95 

A GAME which began as a Steve 

Bak demonstration of high-speed, 
two-way horizontal scrolling on 
me ST (TGM006 81%) has now, 
somewhat ironically, ended up on 
the Amiga. 

The game's scenario, which 
involves cloning and intergalactic 
war. is effective window-dressing 
around a fast-reaction, shoot-at- 
everything-but- scientists game. 
Each world has 12 scientists who 
must either be rescued or killed 
before the spaceship can go on to 
the next level. The almost 
inevitable alien fleet patrolling 
these worlds is especially lethal 
when, attacking from the rear since 
inertia makes it tricky to turn and 
shoot. Of course it's perfectly 
possible to outrun these ships, but 



at the required speeds reactions 
are strained to the limit. 

Collisions with the heavily 
detailed scenery can't directly 
harm your Nomad skimmer, but 
rebounding into the pursuing 
enemy invariably does, At first 
death seems all too close, but 
after practice you can survive - 
though the game is never easy. 
Some help is offered by rescued 
scientists, however, and once 
collected they can add tnple-fire 
lasers, smart bombs and even 
invisibility/invulnerability to the 
ship. Any such selected add-on is 
lost when the ship is destroyed, 

The Amiga's Return To Gene$i$ 
is virtually indistinguishable from 
the technically flawless ST 
original. On the Amiga the 



effortless scrolling is a little less 
obviously 'impressive', but the 
appeal of the graphics and the 
exceptionally tough, but fair. 
challenge remains intact. It'sapity 
that the later levels - easily seen. 



as with the ST version, in the ten- 
level demo - are not of the same 
excellent standard as the earlier 

ones. 

AMIGA: OVERALL 77% 



ft's hsrd to toll th* two flswTftfts versions apprt 




TGM TX 009:8-8837/116 



Project 
Stealth Fighter 




Concealment is your 
greatest weapon in 
Project Stealth Fighter, a 
simu lotion of America's 
latest and top-secret 
strike fighter PiJot the 
F-19 on sensitive 
missions (around the 
world, 




(.•unship 

The aivard'H'inning and 
highly acclaimed 
simulation of an AH-64 
attack helicopter, 
Master its incredible 
array of iveaponry as 
you fly on over 100 
missions throughout the 
ivnrzanesof the tvurid. 







Airborne Ranger 

Your chance to join 
America's most eli te 
soldiers. Ainbome 
Hanger is a brilliant 
combination of arcade 
action and strategy 
simulation. You 'U be 
sent on 12 daring 
missions, deep behind 
enemy lines. 



NOW AVAILABLE 
SPECTRUM 



PROJECT STEALTH FIGHTER 
C64 1ZB CASSETTE £14.99. 
DISK £19,95 
GUNSHIP C64 12B 
CASSETTE £14.95, DISK 
£1995. SPECTRUM 48/128 
CASSETTE £9.95, IBM PC 
£34.95. COMMODORE 
AMIGA £24.95 
AIRBORNE RANGER. 
C64 128 CASSETTE £14.95 
OtSK £19.95. SPECTRUM 
4B 128 CASSETTE £9.95. 




Don't miss out on the chance to live through, new 
and intensely exciting experiences. What could 
be more challenging than piloting the American Air 
Forces unacknowledged super-tech jet fighter, 
flying an advanced Gunship helicopter, or fighting 
critical battles as captain of a World Wai 11 
submarine. 

MicroPTose simulations are stunningly realist lc 
and take yon to the most dangerous and thrill- 
ing environments. In the thick of the action 
split-second decision making and brilliant strategic 
thinking are essential. 



Having incredible depth and payability, 
simulation provides compulsive enterta 
meat So. inject some genuine excitement into you 
leisure time. The world's leading combat simulat- 
ions include many all-time classics like Gunst 
and Silent Servio-. plus several great new tit I sa 




PROSE 



SIMULATION 



SOFTWARE 



YOU BY? 




Pirates! 




Chose fa me and fort Line 
cm the high seal PKrotwl 

is (i unique blend o/ 
simulation, adventure 
and role-playing- The 
non-stop action takes 
plcu.'t? during the 17th 
century as ynu 
endeavour to increase 
von r wv «lth and status. 



.Daytime Tit _ 
Expiry Date 




Silent Service 

Aflfl World War \l 
submarine captain you 
are stationed in the 
South Paci/ic. 
Experience the thrill 
and tension 0/ hunting 
dotvnand attacking 
enemy shipping. 

Red Storm Rising 

You're ca pin in of on 
American nud' 
attack submarine. And 
vourship i&alJ that 
stands between the 
Russian hear ami global 
domination, Es peri r 
the pulse-pounding 
tension 0/ Red Storm 
Rifiisng. 

COMING SOON 



Cheques made payable to MicroPrrae Software Ltd, «**»«««* 

S rase Sofrw. Ltd . 2 Market Place, Tetfaury. Oos GLB 8QA. m 0666 54326 



*Ov*rMas£2.00P&P 



PIRATES, C64 12S 
CASSETTE £1495, DISK 
£19.95 IBM PC £24.95 



SILENT SERVICE, C64/12S, 
ATARI, AMSTRAD CASSETTE 
£9,95, DISK 114 95, 
SPECTRUM CASSETTE 
£9 95 ATARI ST I8W PC, 
APPLE. APPLE 2 GS. 
COMMODORE AMIGA CHSK 
£2495 



OWN GOAL 



PETER BEARDSLEY'S INTERNATIONAL FOOTBALL 



Grands lam Entertainments 



Software houses have rapidly realised the sales 
potential of licensing major football celebrities to 
adorn the covers of their games, Gary Lineker and 
Peter Shilton have already been snapped up and 
even the inimitable duo Saint and Greavsie are soon to 
make the perilous journey onto home computers with Elite 
Systems. Now, Peter Beardsley, one of Liverpool's most 
successful attackers of recent times has been signed up 
by Grandslam Entertainments to promote a game by 
Teque Software Design - authors of many Grandslam 
products including The Flintstones, Terramex and Chubby 

Gristle. 

Peter Beardsiey's international 
Football recreates the European 
Championships In which the 
cream of the teams meet to decide 
the Champions of Europe. 

One or two players can take part 
in the football action, each having 
a tree rein to choose any one of the 
34 teams on offer. Eight teams 
play in two groups through the first 
qualifying rounds, the four 
successful teams go through to 
the semi-finals to decide who 
meets in the final 

To begin you select the length of 
the match (it can be from five to up 
to 20 minutes), choose a one- or 
two-player league and begin the 
championships, The matches are 
played over a pitch made up of 
three horizontally scrolling 
screens. A full complement of £2 
players take part, but the referee 
and linesmen seem to have 
vanished- You are supposed to 
control the player nearest the ball 
(highlighted by an arrow over his 
head), unfortunately the computer 
often detects a player some 
distance away making it difficult to 
gain possession. The goalkeeper 
is also under your direct control 
and comes into play as and when 
necessary. 

Comers, goal kicks, throw-ins 
and free kicks are all catered for, 
the strength of a ball kick or throw- 
in is directly proportional to the 
length of time the fire button is held 
down. This's a simple method, but 



goalkeeper as a last ditch defence. 

A normal game is extremely tough 
to play as the defenders are very 
quick oft the mark and annoy ingly 
brilliant at intercepting free balls 

While attempting to do nothing 
more than concentrate on the 
action of football, the computer 
game leaves out fundamental 
elements. Tactics are very difficult 
to employ and the other players 
rarely move into good positions 
from which goals can be scored, 
making a run through the defences 




At last, m sports game for today . . . youonty win Ityou cheat - ST 



unfortunately it falls to include 
back-kicks, c h ipping and slicing of 
the ball. 

Tough and simple 

if only the real life European 

Championships were as easy as 
the computer game, Within 
minutes of beginning the game, 
we discovered a nasty cheat 
whereby simply running along with 
the bail, occasionally tapping it, 
reduces the opposition to mere 
bystanders, leaving only the 



the only successful option. The 
cheat makes it a very easy game. 
without which it's almost 
Impossible to win, The final nail in 
the game's coffin is the 
computer's frequent inability to 
select the player nearest the ball. 



ATARI ST 

Diskette: £19.95 

Graphically, Peter 

Beardsley s International 

Football Is very good, tn« 
players are detailed, neatly 
animated end move well, 
with good use made of the 
STS colours. Sound is 
likewise of a high standard, 
with a series of jolly football 
tunes continuously playing 
and some effective soccer 
sounds - such as the crowd 
cheering when a goal is 
scored . 

OVERALL 52% 



Diskette: £19.95 

In all respects this version Is 
very similar to rts ST 
counterpart. The tunes are 
slightly slower adding a more 
sedate atmosphere to the 
action- Gameplay has been 
tweaked a Irrtle allowing the 
player a better chance of 
intercepting and keeping the 
ball. 

OVERALL 55% 



OTHER VERSIONS 

Peter Beardsley is to make an 
appearance on the 

Comm o d o re 64/1 20: cess 
£9,95, disk £14.95, Amstrad 
CPC: cass £8.95, disk £14.95, 
Spectrum 48/128: cass £8.95 
and MSX: cass £3.95, A PC 
version is being considered. 



"Tactics are difficult to employ and players 
rarely move Into good positions" 



VERSION UPDATE 



PHANTASM 

Exocet 



Amiga: £19.95 

LAST month we reviewed the ST 
release (TGMQOB, 73%) of this Tau 
Gets clone, now converted for the 
Amiga by Keith Jackson. 

The action takes place on an 
enemy moon where, before your 
&hip can take off, you must find 
and destroy eight 'reconstitutions' 
located somewhere in 64 different 
zones. Exploration offers a classic 



Tau Ceti pilofs-eye-view 
skimming across the 3-D 
landscape. Enemy ships, tanks 
and fortresses appear on the 
horizon and realistically grow 
bigger as you approach them. 
Lasers, missiles and antimissiles 
are your prime weapons in battle, 
with death inevitable if shields or 
fuel reach zero. Four skill levels, 
including a special training level 
where you cannot score, provide 



plenty of long-temn challenge -but 
by comparison with Pete Cooke's 
original, the lack of depth is 
disappointing. One Improvement 

is the replacement of a damage 
report window with a display panel 
which blanks out system icons as 



they're destroyed, (This has since 
been added to ST versions as 
well.) Apart from the superior 

music, however, the Amiga game 
is virtually identical to the ST one, 



AMIGA: OVERALL 73% 



Unrvconstituti&not activities in Phantasm 



40/116 TGM TX 009:8-88 




REVIEWS 



HOPANDGLORY 



HOPPING MAD 

Elite Systems 



n spired by Catabali- included 'free" on one of Elite's 

I Trio packs - this imaginative game idea has been 
expanded and improved on the Commodore 64 by 
Chris Coupe's coding and Mark Cooksey's 
graphics. Spectrum and Amstrad conversions have both 
been done by Neil Latarche (coding) and Lizzie 
{graphics). 



This distinctly surreal gam© comes 
to us unencumbered by a 
convoluted scenario explaining 
why tour balls might be bouncing, 
in sequence, across various 
landscapes. It is difficult to 
imagine what could motivate four 
relatively normal looking balls to 
go globe-trotting collecting 
balloons. Perhaps there are things 
in life that are better not known, 

Hopptng Mad has 1 4 levels of 
increasingly bizarre landscapes, 
all of which require the balls to 
collect ten balloons before 
accessing the nest level. 
Collisions can dematerialiae any of 
the four balls and when all are lost 
a life is taken. There are three lives 
to begin with, easily lost to such 
assorted enemies as Venus fly- 
traps, bees and sharp rocks on the 
first level. Later levels have the 
balls bobbing on the sea bed, 
trembling though a haunted forest 
and basking under a Wild West 
sun. 

Ball-bursting objects change 
according to the level - from 
starfish to ghosts to cacti, Point 
bonuses vary similarly, with apples 
being the most fruitful on level one. 
Even more points can be gathered 
by quickly completing the game to 
receive a time bonus. Once a level 
is finished you start the next with 
all four balls. Gameplay across, the 
three B-bit versions (no others are 



planned) is similar, 
slightly in difficulty. 



only varying 



COMMODORE 64/128 

Cassette: £9.99 
Diskette: £11.99 

Colourful sideways scrolling 
games are a forte of the 
Commodore and without 
even trying, the machine 
presents Hopping Mad in Its 
most colourful form. A jolly 
Intro tune and effective 
sound FX make this an 
enjoyable, if less than 
amazing, challenge. 

OVERALL 67% 



Blackballed again - Spectrum 



VERSION UPDATE 



5KYFOX II 

Electronic Arts 



PC: £24.95 

WnFTTEN by American company 
Dynamix - creators Of Arcticfox, 
Skyfox II was reviewed in TG M004 
{Commodore 64/1 28, 85%.) 

Using keyboard, mouse or 
joystick, take off for deep space in 
the new, improved Skyfo* II Warp 
Fighter to battle with Xenomorphs 
through ten passible missions. 
These include escorting 
spaceships through hostile 
territories, all-out attacks on 
enemy forces, defensive roles and 
deep-space exploration, An 
Asteroid zone separates 
Xenomorph and Federation 
space The Warp Fighter is armed 
with pulse bombs, neutron 



disrupters and antimatter mines to 
destroy enemy spaceships, 
starbases and passing asteroids. 

The style of presentation is 
different to Skyfox. but the 
gameplay is similar, involving 
launching, navigating to a targel 
with the subsequent destruction 
and return to base to complete the 
■mission. 

The full range of EGA colours are 
not used, but the subtle shadings 
create an effective atmosphere of 
future war. Sound comprises only 
moderate explosions and laser 
sounds - nothing in the Mach 3 
league. Apart from the greater 
speed and slight improvements in 
graphic definition, the gameplay is 
a direct copy of the 



SPECTRUM 48/126 Cassette: £7.99, Diskette: £12,99 

Thi s version scrolls well but the need to avoid colour clash ma kas 
the bails a rather dull black - in fact the graphics are 
generally unremarkable. Sound FX are perfunctory, but there is 
a nice Intro tune. Gameplay is much the same as on (he C64. 
albert harder. 

OVERALL 66% 




Colourful sideways scroffing and effective FX - Commwtar* 64 




AMSTRAD CPC Cassette: £9.99, Diskette: £14.99 

Scrolling is smooth but, as on the Spectrum, at the price of some 
dull graphics with a four-colour, mode-one palette 
unimaginatively utilised. While not making best use of the 
machine, it's as rewarding to play as the Spectrum game, 

OVERALL 64% 



"An enjoyable, if less than amazing, 
challenge" 



Commodore 64 version. While not 
an outstanding game. Skyfox tl is 
certainly an improvement over the 
original Skyfox in graphics, sonics 
and gameplay - and it offers 



variety in the ten missions and 
challenge in the five skill levels. 



PC: OVERALL 77% 



A Skyfox in sequels clothing - with great spaed and anading 




TGM TX 009:8-8841/116 



DOZING AWAY . . 



KILLDOZERS 

Unkhor 

Lankhor is a well-respected French software house, 
with a number of successful releases in that country 
- especially in the adventure field. Strange, then, that 
the company's first UK release should be one of their 
weaker arcade games. 



Controlling one of a seteetion of 
four differently equipped 
Mldozers your objective is to 
trundle around a f tick-screen 
maze, viewed from above, and 
rescue engineers from the 
clutches of the evil supercomputer 
Unicom. One engineer is heid 
captive on each level; rescue him 
and you move on to the next of si x 
levels. The floor of the maze 
complex is dotted with different 
slabs which either send your 
Kilrdozer spinning, change its 
direction or form a barrier to 
prevent movement in a particular 
direction. 

The Killdozers are each armed 
with three different weapons 



which are accessible at any poinl. 
to blast the hordes of robotic 
aliens in your path. 

I tank, therefore I am 

Kifldozers attempts to provide a 
combination of arcade, role- 
playmg, adventure and strategy 
game features. But unfortunately 
these elements merely give a 
confused feeling. 

The point of most maze 
games is to solve puzzles and 
progress , . . but not so with 
Kilidozers, you simply trundle on 
through blasting away. The limited 
action quickly becomes tedious. 
the overall task is neither 




Rubble without a cause: wandering through a maze of ie thai slobs soon patls 



rewarding not challenging, and 

Kittdozers is a disappointing 
launch product for Lank h or. 

A Kilfdozer construction set is 
supplied with the game, 
incorporating few restrictions - 
although you have to use the 
graphics already provided - it is 



easy to use and clearly 
documen1«d, Designer mazes can 
be saved out to a data disk, bul 
they won't run without the utility 
present. The construction set is an 
interesting addition to the package 
but hardly makes purchase 
worthwhile. 



A ST-RATEGIC STEP 
TO A 16-BIT FUTURE 



QUADRAUEN 

Logotron 



ogotron's first ST release marks their determination 

Lto be almost exclusively 16-bit from now on, 
Oitadralien's programmers. Astral Software, have 
had one previous release - Xor — which was 
converted to the ST for Atari, 



The vast orbital nuclear-fission 
complex called Astra represented 

the cutting edge of 21st-century 
technology - and all the dangers 
contained therein. When Astra 
went on security alert, allowing no 



visitors and blocking all control 
transmissions, its makers 
declared a Crisis. When lelemetry 
indicated that control devices had 
broken down, making an orbital 
meltdown imminent, most people 



Logoiron embraces 16-bit with the puzzles of Quadrillion 




panicked. 

You don't panic, and are 
subsequently floated across to the 
Astra from a shuttle end installed 

in its control room. Your aim is to 
shut the complex down by 
controlling its complement of 
workerdrotds. The Astra is made 
up of three levels leading up to a 
central core complex, Passcodes 
are required for access to all but 
the first level. Each level is made 
up of six rooms - each several 
screens big - which must be 
cleared of all radioactive material 
before temperatures rise high 
enough to kill you. 

For each room there is a choice 
of six droids, from which two can 
be picked to carry out the clean-up 
operation (presented in overhead. 
flickscreen fashion.) One droid can 
absorb up to 25 radioactive items 
before needing to be scrubbed at 
an information point, others can 
carry only five bul are more 
energy-efficient, can cany bigger 
energy charges or have a better 
laser system. Also important when 
selecting droids is whether they 
have a Geiger counter and/or carry 
detonators. 

Repellors 

In room one gameplay consists 
simply of finding the material and 
absorbing it, later on puzzle and 
arcade elements come to the tore. 
Puzzle elements derive from red 
attractor and blue repellor crates 
which react with each other 
according to type. Shaving the 
correct crate can mean the 



difference between smoothly 
getting to the radioactivity and 
having to laser your way through. 
Al so to be puzzled over are coolant 
barrels which when pushed down 
utility chutes lower the 
lemperature. These barrels are 




Pet ardua ad Astra 

rarely located close to the chuies 
and have most influence when 
temperatures are high - and 
dangerous. Directional forcefiefds 
allowing one-way access, 
magnetic tracks spinning crates 
around and non- laser rooms strain 
the old grey matter further. 

Arcade action comes on the 
tougher rooms where the 
quadraliens responsible for the 
control malfunctions are to be 
found. Most are contained in 
special multicoloured chambers. 
but when shot zoom around at 
high speed, draining energy at a 
frantic rate if they contact your 
droid - killing them requires good 
tactics and fast reactions. While it 



42/116TGM TX 009:8-88 



REVIEWS 



ATARI ST 

Diskette: £19.95 

Kiildozers la an uninteresting 
game, beefed up with 
reasonable 16-bit graphics 
and sampled sound FX. 
Unfortunately the frequent, 
laborious disk access and 
poor payability are not 
hidden by c osmetic f ril Is. The 
Mich -screen technique is 
needlessly slow, making the 
whole game a non starter, 

OVERALL 37% 



OTHER VERSIONS 

There are no conversions 
planned. 



"... the task is 
neither rewarding 
nor challenging, Kill 
dozers is disappoint- 
ing." 



lacks the general complexity, 
toughness and instant payability 
ot Bou/dertiash or Deflektor, tf you 

a challenging strategic 
pueieyoy should like Quadraltgn. 



ATARI ST 

Diskette: £19.95 

Static graphics are effective 
and occasionally nice, but 
make little use of the 
machine, and the Hick screen 
can be irritating despite a 
pan-ahead function. Sound 
FX are minimal - although 
those that exist ere good - 
and there's a useful choice 
between joystick, mouse or 
keys for control, in short, a 
complex puzzle-game 

effectively, if not 

astonishingly, presented. 

OVERALL 71% 



VERSION UPDATE 



OTHER VERSIONS 

An Amiga version is due for 
release about now for the 
same price as the ST, a PC 
version will be slightly more 
expensive at £24.96 and 
should be released in 
September. 



"If you enjoy a 

challenging 

strategic puzzle you 

should like 

Quadralien" 



Impossible dream 



IMPOSSIBLE MISSION II 

US GOLD 



PC: £24.99 

Amstrad CPC cassette: E9.99, 

diskette: £14.99 

FIRST reviewed in TGMG06. with 

a version update in TGM007. 

conversions continue to tnckle out 
tor this sequel, with more still to 
come. The PC version has been 
programmed by Novotrade 
Software Studios - they wrote 
the original game - while the 
Amstrad game - in a shining 
exampie of Glasnost - was done 
by Andromeda of Hungary. 

Basic gameplay remains true to 
the Impossible Mission formula: 
platforms-and-Sadders, running 
and jumping to collect items while 
avoiding the six typos of 
sentrybots. Both versions load in 
towers as they come, with Ihe 
Amstrad cassette player needing 
to be zeroed for the moment when 
you die. One advantage of the PC 
gamp is that it can be saved. 

Sound on both is minimal, the 
Amstrad version marginally the 
superior. Graphically the PC is 
very good indeed - its lack of 
colour never really shows since 
even the ST version used few 
colours. In addition the PC's 16- bit 
chip makes gameplay very quick 
indeed, so that apart from the 



slower. While it's certainty 
possible to get used to this, lagk gf 
sound and animation on the lift 
section make clear that best use 
isn't being made of the computer, 
although it's a great deal better 
than the original Amstrad 
lmpo$$!bf& Mission. Another slight 
drawback is its toughness, with 
the half hour or so allowed per 
tower soon being eaten up by 




Snsking at top 



through f^ 1 * pt&tferms and ladders - PC 



sound the game is quite close to 
the ST one. 
The only sliest failing Is that a 

conventional joystick won't work 
with the Amstrad PC keyboard. 
and the keys aren't definable. By 
way of contrast the Amstrad CPC 
version reproduces much of the 
colour of the C64 game, but only 
at the cost of being quite markedly 



frequent deaths. 

In both games, however, the 
basic gameplay is preserved, 
making both recommended buys 
for fans of the genre. 

PC: OVERALL 84% 
AMSTRAD CPC: OVERALL 
72% 



VERSION UPDATE 



SIDE ARMS 

Capcom 



Atari ST: £19.99 

SIDE ARMS is released on the 

Capcom label, marketed by GO! 
and programmed by Probe 
Software. It's a rather aid coin-op 
now, and the Commodore 64/1 2 S 
version was reviewed in TGM004 
(59%). 

Stde Arms on the ST is first and 
foremost a single-player game, a 
major difference considering the 



arcade machine and 64 version 
were dual -player games. The 
objective is to destroy the 
guardian aliens and the snake- 1 ike 
mother alien infesting the final 
stage - stage ten, The hero is a 
trooper armed with a jet-pac, a 
laser which can be upgraded to 
any of five other weapons. 

For the most part, the graphics 
are very good; the warrior is devoid 



4 16-bit on the sldmtojotn C64 and coin-op versions 




of anything more than subtle, grey 

colouring, but collecting the 
power -up capsule turns him into 
an eight-way-firmg supersoidier, 
graphically not much different but 
far more devastating m eff ect. The 
background landscapes are high 
in detail and scroll smoothly. 

Later levels have vertically and 
horizontaJiy scrolling caverns, 
limiting your movement even 
further - agility, speed and 
accuracy are essential. Large, 
fast -moving aliens, unfairly small 
alien bullets, death- by-contact 
rock faces and stationary 
spaceships take up vrtal space m 
each cave, making it a tough, fast 
game. The game is joystick- or 
mouse-controlled, although the 
former falls a long way short ol 
providing the predion required to 
stay alive. Without the mouse, the 
game is very hard to play. 

ST Side Arms contains more 
gameplay than it did on the 
Commodore; but, with only one 
warrior to control, it becomes 
merely another shoot- 'em-up with 
better than average graphics and 
sound - the tune playing 
throughout is well done and 
unobtrusive, other effects are 
limited to laser-fire and 
explosions. However, it is an 
enjoyable action-packed game 
which has come across well from 
the coin-op. 

ATARI ST: OVERALL 72% 



TGM TX 009:0-8843/116 



OVERHEAD KILL 



THE FURY 



Martech 



fter the Page 3 glamour of Vixen Martech 's latest 
A game reverts to the more conventional appeal of f ult- 
ra blooded violence. Programming is by Creative 
Reality, who also produced the 2000 AD licences 
Starve and Nemesis The Warlock for Martech, 
In the late 1990s an extraordinary 
relaxation in American laws 
allowed the first Rim Race track in 
the Arizona desert. 20 km in 
diameter, the track claimed 
438 lives dunng the two weeks of 
races. By 2010 the races' 
phenomenal popularity led to art 
even bigger track being built In 
orbit around Raal's moon. Media 
attention was subsequently 
heightened by the death of a driver 
m a mysterious incident known as 
The Fury. The disaster has been 
attnbuted to passing through into 
another dimension - 

The Fury is essentially an 
overhead-view, sideways scroll- 
ing, shoot -'em-up, race game. 
Moving the joystick left accel- 
erates the car, while moving right 
decelerates it and up and down 
move the car in the appropriate 
directions. Pressing fire releases 
the selected weapon on Killing 
Races - where winning depends 
on exceeding your race kill quota. 
The other two types of races are 
Time Runs - to continue, you 
must beat a qualification time - 
and Tag Races, wtiere the car is 
selected as "it" and has to suffer 
constant damage, Touching 
another transfers the tag. In both 
these races weapons aren't 



since any driver judged to be 
boring has lethal cross-hairs 

aimed on him artier. 

Escape pods 

After each race the player is 
awarded Groats according to 
performance and these can be 
used to buy various items. The 
most expensive are the ten cars 
which can replace the standard 
one players start with. In the mid- 



horizontally-scrolling Meykai, 
poor graphics and restricted 
gameplay make The Fury distinctly 
second-rate. Blasting enemies off 
the road provides some fun, but 
the non-violent races lack 
excitement and It's irritating thai 
with so much empty screen the 
vital damage indicator ts both 
small and hard to read. 




AMSTRAD CPC 

Cassette; £9.99 
Diskette: £14.99 

With m noticeably smaller 
playing area than the 
Spectrum, the blandness of 
the jn-gsme graphics - every 
car is identical - is yet more 
apparent. Sound FX are 
functional but nothing 
special, which describes the 
game itself, 

OVERALL 53% 



Galactic fag. AUeyfcat siyto, in The Fury - Amstreti CPC 



SPECTRUM 48/1 28 Cassette: £8-99, Diskette: £14.99 

The Spectrum has a different graphic for the player's car, 
distinguishing it from the others, and slightly more room to 
manoeuvre. Sound FX are mostly confined to a reasonable 
engine drone which does little to enhance some nice, 
occasionally original but poorly presented ideas , 

OVERALL 57% 



OTHER VERSIONS 

A Commodore 64 version will 
be released in July at Cfl.99 
on cassette and £12.99 on 
diskette. 



allowed, so only by ramming can a 
Kill bonus (in Galactic Groats* be 
earned Money isn't the only 
incentive to violence, however, 



price range, for example, shield 
power is increased but only at the 
cost of higher fuel consumption, 
While it is suggestive Of a 



"Poor graphics and 
restricted gameplay 

make The Fury 
distinctly 

second-rate" 



VERSION UPDATE 



Polishing a cliche 



SIDEWINDER 

Mastertronic 



Atari ST: £9.99 

ORIGINALLY an Amiga-based 
arcade coin-op. this superb 
vertically-scrolling shoot- 'em-up 
earned 93% in its Amiga borne 

computer version reviewed in 
TGM006 Three months later 
Binary Designs (Glider Rider, ST 
Road War$ have translated the 
game for the Atari ST, 

The scenario is off-the-peg 
standard; lone fighter against the 
huge enemy ship and its massed 
defences. While originality is not 
the game's strong suit, its 
intelligent and graphically pol- 
ished reworking of a computer 
cliche is. Each of the game's five 
sections, loaded from di sk, feature 
distinct and quite beautifully 
detailed landscapes ranging from 
leafy hydroponics farms to the 



fleshy. Alien Syndrome ish level 
5, Probably the best part of the 
landscapes, however, is the 
immensely satisfying explosions 
which accompany their 

destruction. In addition once the 
flames burn out you can see the 
often still glowing wreckage left 
behind - a nice, realistic touch, 
which together with incredible 
sound effects helps make game- 
play so addictive, 

The objective of the game is 
simply to survive the enemy 
onslaught while making as high a 
score as possible. Afien defences 
include vast numbers of gun 
turrets, ground crawlers and 
kamikaze fighters, the numbers 
and ferocity of which depend on 
the five skill levels, changeable in- 
game. Helping the player are 
power packs giving rapid fire. 



more powerful shots, shields and 
a hover (temporarily arresting the 
forward scroll to allow complete 
devastation of the immediate 

area}. 

The only real ST flaw is the slight 
jerk mess of the sideways scroll, 
which - as on the Amiga - gives 
the player some very useful room 
to manoeuvre in the game's 
margins. Graphically, however,. 
Faster, ftmi&ussr, ami more 



the ST game is extremely close to 
the Amiga and. incredibly, scrolls 
twice as quickly, making this 
version a lot faster and harder to 
play. Sidewinder on the Amiga 
was a great game making good 
use of the machine; ST Stdewmder 
is even better 

ATARI ST: OVERALL 94% 



rhfln the Amiga version 




44 116TGM TX 009:8-88 



REVIEWS 






A GREAT ESCAPE 



WHERE TIME STOOD STILL 



Ocean 



It used to seem time would never stand still for Denton 
Designs - they've been one of the most imaginative 
and successful programming teams in the 
Spectrum's history. And for years they kept 
surprising us with Gift Of The Gods, with the first major 
icon-driven arcade adventure -Shadowfire- and with the 
ebulliently bizarre Frankie Goes To Hollywood. But we've 
had to wait almost two years for this Spectrum 128K-only 
game, which picks up stylistically where the team's 1986 
The Great Escape left off 



The adventure begins with g plane 
crash on a remote, Himalayan 
plateau hundreds of stormblowri 
kilometres from the aircraft's flight 
plan. The crash destroys the 
plane - but miraculously leaves 
passengers and pilot unharmed. 
As the stunned survivors mill 



around the wreckage, the pilot, 
Jarret H takes command. His 
marooned fallow companions are 
not natural survivors; Clive is 
wealthy and overweight while his 
daughter and her fiance Dirk also 
appear used to the easy life. J arret 
has his worK cut out if he is to 



Stwoti top of the world: Denton Designs vfstt thm Wmatayaa for Whare Tirrm 
Stood Still 




successfully return his entourage 

to the relative safety of civilisation. 



The use of food 

Presented in scrolling, isometric 
perspective, Where Time Stood 
Stiil is monochrome but has 
numerous features - a bridge, 
a native village and waterfalls, for 
example - so perfectly detailed 
that colour would be just a 
distraction (even the ST version 
will be monochrome). At the 
bottom of the screen the group's 
strength, health and ammunition 
are displayed as bars- Each 
character has an individual 
inventory, selected from the group 
menu, and can be ordered to walk 
over and pick up nearby objects- If 
one character should 'use" the 
food or dnnk carried, the group 
collectively benefits. Similarly the 
number of points scored depends 
on how many characters remain in 
your party. 

Normally you have full joystick 
control over Jarret, but care 
should be taken not to set too fast 
a pace or others may be left 
behind. Alternatively if you do 
nothing they might wander off on 
their own. 

Should Jarret die, you are given 
the choice of remaining characters 
to control. It they are still together 
whoever you pick will be leader, 
if not you have to go rl alone. 
Dangers to watch out for include 
pterodactyls that carry off people 
to their deaths, a swamp monster 
and rock falls. Most dangers are 
announced with a snatch of 
ominous music, giving at least 



some chance to respond. 
Fortunately each team member 

has a gun, but care should be 
taken not to act recklessly. 
The lack of a game-saving 

function can mean too much 
repetitive retracing af your path, 
but by holding down f«re you can 
make the survivors run a lot taster 
- albeit at the cost of a greater 
energy drain. And with so mnny 
different things to be discovered. 
from mystenous temples to pygmy 
natives, this is one game you 
simply won't be able to giveup on. 



SPECTRUM 128 

Cassette: £7,95 
Diskette: £14.95 

An instant classic on the 
Spectrum -the game's great 
wealth of graphic detail is 
suggestive of a black-and- 
white movie. As a IZBK-onty 
release this has predictably 
good sound, including a nice 
tune which can be turned off, 
and excellent spot FX. Where 
Time Stood Still Is a great 
game which sets the 
standard for other 'movie 1 
software to follow, 

OVERALL 95% 



OTHER VERSIONS 

The Atari ST conversion Is 
imminent, but a PC version 
has become doubtful - both 
would be £19-95. 



"An instant classic 
on the Spectrum" 



VERSION UPDATE 



THE FLINTSTONES 

Grandslam Entertainments 



Spectrum 48/128 Cassette: £8.95 

Amstrad CPC Cassette: £8.95, Diskette: £12,95 

Commodore 64/128 Cassette: £9.95, Diskette: £14,95 



FROM the Amiga and ST versions 

(TGM006 76% and 75% 
respectively) Fred Flintstone, man 
of prehistoric suburbia, has the 
tasks of f amity life on his hands in 
these 8-bit conversions by Teque 
Software Developments. The 
game plan is identical to previous 
versions with four games rolled 
into one package- 
Fred's first job is to redecorate 
the cave, white trying to stem 
young Pebbles 's artistic talent for 
graffiti, and not lose the energetic 
paintbrush (a squirrel), Having 
painted the cave, Fred takes the 
car to the Bedrock Bowling allay - 
however, the road is a hazardous 



one so expect a few wheel 
changes en route. Fred enters a 
ten -pin bowling challenge with his 
old buddy Barney Rubble; 
achieving double Barney's score 
makes Fred the winner. Fred 
troops wearily home to discover 
Pebbles has done a runner, and he 
has to search for her amid the 
platforms and ladders of a building 
site, 

All three B-bit conversions 
mirror their predecessors well - 
with graphics that retain the 
impressive cartoon-like qualities. 
However, payability remains hard 
- especialty the painting scene, 
The Commodore version moves at 




From beyond the cave: happy families in ptvhlMtorle subvnbia - Commo- 



dof*G4 

a fair rate, whl le the Spectrum and 
Amstrad CPC versions are slow 
enough to cause frustration. 

A reasonable rendition of the 
Fiintstones theme tune - written 
by Ban Dag I ish- burbles during 
gameplay on all three versions 
except Spectrum 4SK, 



SPECTRUM 48/128: 
OVERALL 65% 

AMSTRAD CPC: 
OVERALL 68% 

COMMODORE 64/1 28: 
OVERALL 63% 



TGM TX 009:8-8645/116 



IN SPACE NO ONE 
CAN HEAR YOU 
SCHEME 



REACH FOR THE STARS 



Electronic Arts 



Out five years ago for the Commodore 64 and Apple II 
computers, Strategic Studies Group has 
restructured this to incorporate menus and a new 
Advanced Game - included in this third edition PC 
version. Since Electronic Arts are now distributing the 
Australian-based SSGs products in the UK. expect to see 
a lot more in TGM . 



Ptiyar Two 

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Reach For The Stars is a game of 
interstellar domination with four 
empires racing to explore. 
colonise and conquer a 
wraparound 34 x 23 2-D galactic 
grid. 

Completely devoid of any kind 
ol scenario and with some nice, 
but abstract graphics, the game's 
appeal rests almost entirely on 
how it plays. Up to fourplayera can 
take part, but if only one plays the 
computer controls the other 



empires , at any of three skill levels 
The aim is to win the most victory 
points by the end of the game. 

which is typically set between 40 
and "ISO turns, but may be 
extended to last until one player 
has control over the entire galaxy. 
Victory points are awarded for the 
development of colonies. 
destroying enemy ships. 
conquering enemy planets and. 
destroying enemy colonies. The 
essential rule of combat is 



T7t# galaxy's wvnetera rmvasitd - anil fit Its vtaatiti 



concentration, the bigger your 

fleet the bigger your margin of 
victory over the lesser force. This 
naturally places great emphasis 
on the economic power of your 
empire in churning out starships. 
All production depends on the 
number of resource points (RPs) 
generated, these in turn derive 
from the population, industrial 



capacity and social level of a 
planet. Both industry and society 
require spending RPs to develop 
and maintain standards. However 
the better the society the higher 
the population growth which must 
be supported at higher costs. 
Growth should thus be limited 10 
whal is necessary to man 
transport ships. In a basic game 



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REVIEWS 



save/load function means such 
games can go on foe weeks- tl you 
survive that long, 



RP» Uv Next 
t (1) «• 



Global IPs' 
Pltnnt 



Miica Next Planet Prev> Planet 




Decfe/ora on wftal ptarwts shouM produce ara made 



the best tactic is keeping out of 
Iroubte, building up an economic 
base lo support a final military 
burst as the end of the game 

approaches- In the Advanced 
Game, however, restrictions on 
movement make it both slower 
and more strategic. A number of 
different strategies are helpfully 
detailed in the manual for this. 

Buoy scouts 

Dunng play there are two basic 
types of turn, which alternate each 
round- Odd numbered turns allow 

production and movement to take 
place, white even numbered turns 



are movement only. Movement 
orders are given through a Task 
Force Control window and all 
ships must be formed into Task 
Forces to be moved, initially scout 
ships ere most important, and as 
ihey progress reports are filed 
detailing aspects of the systems 
they visit. Both the destinations of 
scouts and production details can 
be turned over to the computer if 
you should wish. Scouts are 
obviously important for 

exploration, and their destruction 
is e useful pointer to the location of 
enemy fleets, In the Advanced 
Game, however there are no 
scouts and strong limitations on 



Industrial capacity- Navigation 
technologies must be developed , 
for example, before starshipg can 
be much use and special armws 
developed for invasions, A full 



PC 

Diskette: £24.96 

The game opens with a great 
EGA loading screen and 
basic presentation 

throughout is first class - for 
a war game. Unfortunately all 
the excellent menus seem to 
present is numbers, no bar 
charts or icons - this 
becomes dull. Without any 
kind of scenario to provide 
reasons for the warfare and 
no exciting graphics when a 
planet is invaded, the game's 
appeal is strictly limited to 
enthusiasts. 3-5" disk drive 
owners will be pleased to 
loam, however, that in 
common with all SSG PC 
games both 3.5" and 5.25" 
disks are included in the 
packaging. 

OVERALL 62% 



OTHER VERSIONS 

A Commodore 64/128 version should be available as you read 
this, disk only, Elft.95, and an Amiga version is imminent at 
£24,95. 



"The game's appeal Is strictly limited to 
enthusiasts' 1 




~ rt course tot 
1n e J** 1 S * 




ELECTRIC DREAMS 

SOFTWARE 

Commodore 64/1 28Cassette (£999) and Disk (£ 14 99) 

ZX Spectrum 4 6k/l 28k/ + (£9 99) 

Amslrad CPC Cosselte (£9 99) and Disk (£14.99) 

Atari SKE 19 99) 

Mail Order. MEDIAGEMIC, Activist House. 

23 Pond Street, Hompstead. 

London NW32PN 

Customer Enquiries 01-431 1101 

Technical Support 0703229694 

Copyrighl 1987 Sago Enterprises int. (USA) ah r.ghts reserved 
Elecrr ic Dreoms Software Authorised User 

untncinnnlMPnMEFMin. 









CAPTAIN COBRA 
COURAGEOUS 



MARAUDER 



Hewson 



^m esign and programming for this arcade shoot- em-up 

Di is credited to Arcanum Software Developments, a 
four-person team led by Mark Kelly. It's their first 
game for Hewson, but follows Captain Courageous 
which was released through English Software. 
Long ago, on the heavily defended 



planet af Mergatron, the stolen 
jewels of Cymandius were buried 
al the core of its security systems. 
That violent and acquisitive 
civilisation has since fallen, 
although the rusty defences 
remain operative. Nevertheless 
Captain CT Cobra has resolved to 
recover the jewels in his squat 
Marauder battlecar. 

Cobra's struggle is depicted as 
a vertically scrolling shoot-'em-up 



through the massed Mergatron 
defences with laser and smart 

bombs. Enemy weaponry ranges 
from guns to exotic tanks, from 
missile launchers to air attacks 
(launched if the battlecar dallies.) 
Security beacons perform various 
functions when shot, dependent 
on their colour. Extra smart 
bombs, lives, control reversal, a 
jammed laser and a life tost are 
some of the features awarded by 




Hew^pns **m » unsteady in this shaot~'4M-up 



with the Marauder fighting its way | the beacons 



Hewson has pulled off some 
neat tricks over the past year by 
releasing shoot-'em-ups which 
would be standard if not been for 
the precision of the game design - 
best exemplified by Raffaele 
Cecco's Exotofi - which made 
them instantiy playable and 



even uncomfortably addictive. 
Marauder is slick too, but misses 
being top-notch by several points 
because, although it's a tough 
game, there's too much in it that is 
predictable. In short, nothing new, 
but a well implemented and 
demanding challenge. 



GLOBAL WAR 



DREAM WARRIOR 



US Gold 



Tarran may sound like a game title, but in fact it is the 
name of the programming team which has designed 
this powerfully plotted entertainment Programmer 
Colin Heed, graphic artist Stefan Ufnowski and 
audio artist Anthony Lees make up Tarran, Their previous 
release for US Gold was Captain America, and their third, 
still in development, is a game about the Cold War, called 

Berlin. 

dream weapon. Before they could 
implement countermeasures, 
however, three were visited by 
Ocular - the most fearsome of 
f a n I a sy demons - who imprisoned 
two in the dream offices of 
Megabuck tnc and the third on a 
nightmarish two-headed snake 
the size of a planetoid. All these 
phantasms are plagued by demi- 
demons, guarding the captured 
Asmen and protecting the black 
hole through which Ocular can be 
found. You, the fourth Asman, 
must rescue your friends and 



Governments have withered. 
leaving power in the hands of 
megacorporations, and the 

biggest of these is Focus Corp. Its 
superiority is owed to a weapon 
which projects dream demons into 
minds of opponents, sending 

them insane. Focus has crushed 
all opposition and overuse of the 
dream weapon is slowly sending 
the world psychotic. 

Battling to preserve their sanity 
four astral scientists - or Asmen - 
have found out how to defeat the 



confront Ocular. 

Megabuck' s offices are long, 
horizontally scrolling corridors 
divided into two aublevels of two, 
each sublevel linked by a lift, 
Shooting demi-demons releases 
different coloured globes which 
have to be quickly picked up 
before they dematerialise. Slue 
globes contain psychic images 
building up a picture of one of your 
friends - once completed, the 
friend is released. Other globes 
release access cards for lifts and 
safes, the latter restore energy to 
maximum when opened. 

Green globes boost hopper 
energy SO that you can jump from 



giant demons which appear 
suddenly, lobbing powerful 
bombs at you - shoot them to eam 
a big bonus. Care must betaken to 
avoid shooting your dream image, 
though, since awakening it also 
wakes you - ending the quasi, 

As soon as sufficient hopper 
energy is gained, you can jump to 
the Wyrm planetoid where mora 
demi-demons wail lo be shot. In 
this dream, however, the planetoid 
can only be reached by walking 
bet ween the twin snake heads and 
transforming into a sloop. The 
stoop must then be llown through 
alien attack waves back lo the 
hopper. Gravity and the abrupt 





On ttte hunt for demi-demons 

dream to dream. While moving 
through the corridors, various 
gates halt progress unless floor 
pads are walked over in the correct 
pattern - which in practice is 
relatively simple. Less simple are 



change of control methods in this 
stage makes it very difficult. On all 
levels the dream warrior only hasa 
single life. 

Once the psychic images of all 
your friends have been recovered 



all 



4S116TGM TX 009: £-88 



REVIEWS 



COMMODORE 64/128 

Cassette: £9.99 
Diskette: £14.99 

More of a tank than a speedy 
battiecar, the Marauder 
faces some very finely 
detailed - and tough - 
anemias in this unoriginal 
arcade game. A choice of 
sound FX or music is useful, 
although with soma brilliant 
music by Barry Leilch the 
latter is favoured. 

OVERALL 71% 



VERSION UPDATE 



OTHER VERSIONS 

Conversions are imminent 
for Spectrum 48/128: cass 
£7.99, disk £12.99 and 
Antatrad CPC: CflSS £9.99, 
disk £14.99. 



"Nothing new, but a 

well implemented 

and demanding 

challenge" 



the black hole must be found so 
that you can find and destroy 
Ocular. Each of the demon's six 
eyes must be blasted to complete 
the game. 

Oddly, despite a novel- 
■ounding scenario and interesting 
presentation, gameplay is both 
unoriginal and repetitive. Running 
left and nght shooting things soon 
becomes tiresome, especially 
after abruptly dying in the difficult 
sloop section. Nevertheless the 
urge to see Ocular might provide a 
certain addictiveness. 



COMMODORE 64/1 28 
Cassette: £9.99 
Diskette: £11.99 

Dream Warnor*s presentation 
Is highly polished and very 
professional; the main 
figure is nicely animated, 
background graphics are fair 
and the sound FX a re reason- 
able, although nothing very 
special. 

OVERALL 51% 



Arcade psychedelia 



BIONIC COMMANDOS 

Capcom 



Spectrum 467128: Cassette EB.99, Diskette £1 4.99 Atari ST: £19.99 



OUR feature on page 92 points out 
that new Capcom corn-ops 
entering arcades later this year will 
have simultaneous computer 

conversions through GO!. 
Meanwhile, conversion of existing 
coin-ops continues with the 
release of the Spectrum and ST 
versions of Sionic Commandos, 
the all-action arcade game 
featuring those psychedelic 
soundtrack? reviewed in TG MOOT 
(Commodore 64/1 28, B8% ,) 

B/o/tiic Commandos is a highly 
playable and generally well- 
implemented conversion of a great 
(if not entirety successful) ■coin-op 
on both machines, 

The ST game begins with some 
colourful background graphics, 
small, detailed characters and a 
speed of action befitting the coin- 
op. With the advent of the second 
and third levels, the ST's colours 
are put to superb use, the 
rockface, platforms and brick 
walls really show what can be 
done with a 16-bit machine. Its 
tunes, given the lack of 
effectiveness in the ST's sound 
chip, are extremely well done, 
varied, lively and on par with those 
of the Commodore. 

The Spectrum version comes a 
close second m musical 
entertainment, while not having 
the raw power of the Commodore 




TTw Spectrum "s speedy commando acts rtH>n» biomcalty than nis counterpart 



game or the finesse of the ST, 
there are some excellent tunes. 
Spectrum characters, platforms 
and background graphics are 
limited to one coiour. but Biortic 
Commandos remains a pleasant 
game to look at. 

In both versions, gameplay is 
very similar, wrth the ST hardest 
because attacks by guards, birds 
and other foes are constant. The 
speed with which the commando 
moves on the Spectrum (much 



quicker than on the Commodore) 
is a definite benefit, resulting m an 
easier game to piay but no less 
difficult to master, The 
Commodore's scrolling has been 
replaced by a flip-screen 
technique, which, while a little 
unsettling to look at, doesn't affect 
gameplay 

SPECTRUM 48/1 28: 

OVERALL 86% 

ATARI ST: OVERALL 91% 



On the ST, colour and even sound *«P **»* Capcom (smiwslwi lipping along 



OTHER VERSIONS 

Conversions are planned for 
Spectrum, cass: £8.99, 
Amstrad CPC: cass E9-99, 
disk: £14.99, and PCs: 
£19.99. 



"Despite a novel- 
sounding scenario, 
gameplay is 
unoriginal and 
repetitive" 




TGM TX 009:8-8849/116 



A RISKY 
TACTIC 



LORDS OF CONQUEST 

Eon Software Inc/Electronic Arts 



ords Of Conquest has striking similarities to certain 

well-known boardgames. Eon Software, the 

designers, have written over 24 games —they created 

' Cosmic Encounter, the now-classic board game 

which retails in the UK under the Games Workshop 

banner. The ST version of Lords Of Conquest was written 

by Thalean Software. 




Conquest* Planning 



Ifitt 



ef 



Ren Ian Forces ftttack Exit 



Th# rncwa* control that nj*ps In world domination 



Lords Of Conquest follows the 
age-old tradition of warfare in a 
battle for territory and may be 
played against up to three players. 
Wrth territory come tne rewards of 
resources and wealth; from these 
ultimately come power. 

Twenty maps of territories 
are included although they can 
also be generated by the 
computer or designed by the 
player to recreate conflicts from 
any era, 

Once a map is chosen, the 
computer randomly distributes the 
resource-producing centres and 
cities. Their positions can be 
changed but initially only one 
resource is allowed in each region. 
The first phase involves each 
player taking their pick of map 
regions to control. Regions 
containing cities or resource 
centres are generally the first to be 
picked although, at times, having 
regions grouped together is better 
than grabbing all the resource 
centres Whichever lactic is 
employed, players alternately 
select regions until all have been 
taken. Each player then places 
their stockpile in an area initially 
safe from attack - lose the 
stockpile and your means of 
buying resources is lost for that 
turn. 

Trie development phase is the 
first in each turn {each turn lasting 
a year). In this stage, resource 
points are used to buy boats or 
weapons or construct cities (Con- 
struction is most expensive). 
Situations demand what a player 
constructs and on higher levels 
everything becomes much more 
expensive. 

The production phase follows. 
with (he resource totals tor all gold, 
iron, coal and timber sites being 
added together and sent to the 
Stockpile for use in the 
development stage, it is at this 
point that horses appear i n past u re 
areas - adding greatly to military 
strength when conflict takes place 
- the number of horses increases 
as new pastures are created 
through capturing regions 
The shipment phase is used to 



prepare players' forces for attack 
or defence. On the lowest skill 
levels, only the stockpile may be 
moved to other locations - 
primarily a defensive move. The 
higher levels allow the player to 
move all forces to regions likely to 
be attacked or position them for 
an offensive. Boats can carry 
horses and weapons from one 
region to another (provided both 
have coastlines), 

Takeover bids 

Conquesl follows. When two 
opposing regions clash, the result 
ot the conflict is determined by 
weighing up each side's military 
strength, and the number and 



power of adjacent countries, as 
we!! as adding a chance element - 
defined at the game's start. A 
conquered region changes to the 
victor's colours and any captured 
weapons, boats, cities or resource 
centres are added to his stockpile. 
For games involving three or 
four players, the option of trading 
between players comes into 
effect. Alliances and temporaay 
collusions can be formed to 
destroy more powerful opponents 
or wipe out minor, troublesome, 
isolated regions, Forming 
alliances is risky at the best of 
times and inevitably leads to 
mistrust and backstaobing. 

At th© end of a tum. the game 
can be saved to disk, the colour 
and background graphics of the 
screen changed to suit the 
player's tastes and the speed of 
the cursor decreased or increased 
-an effective time-saver. 

The game continues until one 
player has three or more cities 
under control at the end of a year- 
Control is mouse- driven, which 
makes the game easy to use and 
operate; likewise the construction 
kit is simple but effective and 
opens up the game, expanding its 
long-term, appeal. As well as four 
skill levels, handicaps can be 
placed on individual players {or the 



computer opponent) providing 
further variations in strategic play. 

Cords Of Conquest uses some 
powerful strategy elements. The 
computer opponent starts as a 
relatively passive opponent at 
beginner level, increasing in 
strength with higher difficulty 
levels. The gameplay is not over- 
sophisticated but the computer 
Opponent's toughness and the 
unpredictability of other human 
players make it a challenging 
game 

The strategy idea is age-old, 
drawing on ideas from 
boardgames such as Risk and 
Diplomacy and. to a certain extent, 
Othello Nevertheless, it's good to 
see this type of classical strategy 
game on the Atari ST. 



ATARI ST Diskette: El 9.96 

The graphics are simple and mostly crude. Sound Is likewise 
simplistic and it adds nothing to play. Lords Of Conquest doesn't 
use the ST s potential at all -the graphics are old-fashioned and 
it all looks more like an B-bit wargame from SSL Fortunately, It's 
the strategy that counts and this game certainty provides enough 
of that. 

OVERALL 73% 



OTHER VERSIONS 

It's already available en the 
Commodore 64/1 2a priced at 
£9.95 cassette and C12.9S 
disk. Electronic Arts are con- 
sidering importing an 
Apple II version but have no 
release dates or prices as 
yet. 



"Not too 
sophisticated but 

toughness and 

unpredictability 

make it 

challenging" 



VERSION UPDATE 



BUGGY BOY 

Elite Systems 



Amiga: £24.99 

ALREADY available on the 
Spectrum, Amstrad CPC. Atari ST 
and Commodore 64/1 28, Elites 
conversions of Taito's fun Baja 
Bug racing game conclude with 
the Amiga version. The buggy is 
smaller than its ST counterpart, 
having a very slightly squashed 
appearance. 

The sound affects are 
surprisingly poor, just the title 
tune, noise of the engine and a 
musical interlude when collecting 
bonus flags. The high degree of 
payability that existed on other 
versions is still present - but 



without effective sound it's not as 

entertaining as the ST game. 



AMIGA: OVERALL 77% 



Strang tarf *rt*7f: lf» «juw*ft«i l buggy intt*tin*t 16-btl conversion 



5GV116TGM TX 009:8-88 




REVIEWS 



RETURN OF INVADERS 
FROM O UTER SPA CE 

^ m *^ r ™ ™ ™ ^^^ — increase with 



BETTER DEAD THAN ALIEN 



Electro 



This decidedly comic release marks the establishment 
of a brand-new publishing house, although the 
primary programmers - Oxford Digital Enterprises 
- are well-known for such games as Do mark's Trivial 
Pursuit and Grands! am Entertainmentss The Hunt For 
Red October. 

As chronicled by the Better Dead 

flhsn Men comic. brave 
adventurer Brad Zoom has spent 
tour years travelling through space 
in his rocketship Argo. Finally on 
April 1 1954 the Argo touched 
down on Mars. Contrary to Brad's 
expectations, Mars turns out to be 
warm, and when he takes off his 
helmet he finds the atmosphere 
strangely congemal- 

UnfQrtunately before Brad 
relays this fantastic information to 
Earth he comes under unprovoked 
attack by hordes of aliens. Brad 
naturally replies with his trusty 
laser rifle before legging it to his 
rocketship. The Argo's engine 
lights first go, but once in space 
Brad rinds he has been followed 
by the foul aliens. If he's ever to 
see Earth again. Brad must Wast 
his way through wave after wave 
of attackers in a distinctly Space 
Invader type escapade. 

Blast asteroids 

Brad's spaceship is. but for 

asteroid attacks, confined to me 
lower quarter of the screen while 
row after row of aliens slowly 
descend toward it, taking 
occasional potshots. Unlike 



a shield, multiple lasers, double- 
ship, armour-piercing missile, 
neutron bomb and alien stun are 
all available to aid Brad's escape. 
Unfortunately these specie! 
weapons only last for the current 
level. 
Canisters are particularly hard 



increase with two players on 
screen, you may find yourself 
asking a friend to come round and 
help defeat all 75 levels. 

While this is an unashamed 
Space Invaders clone, great 
presentation, addictive gameplay 
and an infectious sense of humour 
set it apart. The main reservation 
is that it might lead to a Breakout- 
type onslaught of Space Invaders 
imitators descending on the 
unsuspecting ranks ol computer 
gamers. 




UneonventtoruH apace invaders . . . good Lert, man, will they atop wt rtotoing? ST 




flfln^ ftang, argh, ha ha... with FXBmdmay be batter off deaf -Amiga 



to pick up on asteroid sections 

when the ship can move across 
the whole screen, as large space - 
rocks drift by, Shooting astetoids 
splits them into smaller and 
smaller pieces, filling the screen 
with debris until they can finally be 
destroyed. Regardless of level, 
asteroid sections are tough. 

Should you successfully fig hi 
ihrough three levels of aliens, a 
codeword is given allowing 
access to higher levels whenever 
you want. In a less well thought - 
out game the passwords might 
make the game too easy, Better 
Dead Than Men avoids this by 
incorporating a steady increase in 
difficulty and by making the last 
level particularly tough with a 
special monster to defeat. Since 
the enfemy attack does not 



AMIGA 

Diskette: 



£19,95 



conventional Space invaders 
however, when the aliens reach 

the bottom of the screen they loop 
around to attack again. At certain 
stages during the mayhem one of 
the aliens may glow green and, if 
shot , a can ister is released , Should 
|he Argo be in a position to pick it 
up, special powers are bestowed, 



ATARI ST Diskette; £19.95 

"Hie ST has speedier bac kgrou nd sc rolli ng, altho ugh a little jerky, 
while control response is better. Nevertheless since the aliens 
move fa ster too , this version is tougher than on the Am Iga . Sound 
fX are not quite up to Amiga quality, but a poor performance is 
still met by digitised laughter - and a good one by applause. 

OVERALL 83% ^__ 



Backdrop scrolling is jerky, 
control response is distinctly 
sluggish but gameplsy 
remains highly addictive due 
to the great password 
system- The Amiga's 
superior sonic capability is 
exploited with an "argh' 
every time the Argo is hit, and 
generally very good sound 
FX throughout. 

OVERALL 81% 



OTHER VERSIONS 

No other versions planned. 



"Great 

presentation, 

addictive gameptay 

and an infectious 

sense of humour 11 



TGM TX 009:8-8851/116 




1 



YOUR SEARCH FOR THE ULTIMATE 



A bead of sweat gently strokes your 
brow. Fingers tortured witti anticipation. 
Eyes riveted to the screen. Nothing can 
stop you now. The record score is one 
carefully aimed F16 missile away. Ready. 
Aim, Fire! 

Oh no! ...... missed. 

If you live and breathe Personal Computers 
there's one event that shouldn't be missed. 
Personal Computer World has always been 
the target for people wanting to see the very 
best in leisure computing. But this year 



we've set our sights on making it even bigger 

and even better. 

16 reflect this new direction, we've also 

ret it led the event The Personal Computer 

Show' and moved it to Earls Court, London's 

premier exhibit ton centre. 

Inside the specially allocated Leisure Hall 

wiil be assembled all the leading companies 

from the U.K. and overseas. Showcasing the 

most dynamic and exciting games software 

on the market 

There's simply no better way of getting your 



hands on the very latest technology, Feel free 
to try the games yourself or to see how the 
experts perform live on the gigantic Pepsi 
video wall at the National Computer Games 
Championship. 

There will also be daily Personal Computer 
Conferences covering topics from small 
business to music, to help you get more from 
your computer, lb obtain more information 
about the conferences please call 
01-943 5 166, 
So if you think youve given the current batch 



TAKE THE PEPSI CHALLENQI WITH 



[~] 



AND 



The Personal Computer Show is presented by Persona! Computer World a V.N.I 



El IN ENTERTAINMENT ... ENDSHERE 



ee 



itch 

AND 

a V.N.U. 



of games your best shots, come to the 
Personal Computer Show and discover a new 
world of excitement. 

fc attend on the public days (either 16th, 
17th or 18th September) just complete and 
return the coupon with a cheque/postal order 
fee £300, lb make a credit card booking, 
telephone the Kjeith Prowse Personal 
Computer Show ticket office on 

01-7419999. 



r 



Post To: The Keith Prowse Personal Computer Show, 
TicS : Office. PO fta 2. London W6 OLQ. M 01-741 9999 
Please send roe my tickets to ttie Pergonal Computer Shw 
No of Tickets 



Name 



Address. 



THE 

PERSONAL 
COMPUTER 

SHOW 

E ARLS COURT LOHOON 



I ENCLOSE A CHEQUE..POSTAL ORDER FOR £ _ -^.00 pert***) 

Business vnlltHi 

Unfe ISiwII Bflf be illWWJ «v Bw Busiikm h»N 




1G**| 



Trie Rath Prows* 



^Tal Umputer Sh W T.ctel Oltw TO Bw 2 UMidon W& (HOW- 01 -741 9999 



«T THE PERSONAL COMPUTCft SHOW 

pXm Organisers: Montbuild Ltd... 11 Manchester Square, London W1M 5AB, 






- 




s 



treet Fighter is the latest in a series of ten Capcom 
coin-ops to be converted for all the major machines 
by GO!. All the versions have been programmed by 
Tiertex. 



You are Ryu, a fighter highly skilled 
in martial arts, and as such are 
pitted against an intemationaf 
array of dangerous opponents. 
Two adversaries must be defeated 
in each of the nations visited - the 
world tour begins in Japan and 
each country constitutes a load 



fighters punch and kick their 
opponent in an attempt to reduce 
his energy. 

Ryu h as a multitude of moves at 
hrs disposal including jumps and 
somersaults. All are accessed via 
the joystick in the usual beat-'em- 
up style - using combinations of 



directions with or without the fire- 
button. However, success can 
usually be achieved by using just 
one Or two moves which 
unfortunately leads to repetitive 
gameplay, 



tea? re. 



Beat B-ttit graphics - Atngtrad 
CPC 



AMSTRAD CPC Cassette: £9.99, Diskette: £14.99 



Knocking thing* down in the land or the rising sun - Commodore &4 

from tape or disk. The bouts 
Involve iarge figures baffling, rt out 
against a suitably atmospheric, 
scrolling backdrop - Pagodas, 

Mountains and Cityscapes 

Each match consists of three 
timed rounds in which the two 



Keeping violence on the 
Sf reefs - Sp&ctrum 









Graphically the beet of the a-bit conversions, It manages to 
combine the detail of the Spectrum game's graphics with the 
colour on the Commodore version. Gameplay is very similar to 
other versions although progress is made mora difficult by the 
greater intelligence of opponents. Even lacking the Commodore 
music it is still the most playable of lha three. 

OVERALL 73% 



SPECTRUM 46/128 Cassette: £8.99, Diskette: £12.99 

Although the graphics are entirety monochromatic, the 
backdrops are well drawn and the large characters, move well. 
Play ability is limited wtth repetitive gameplay and many of Ryu's 
moves are not needed to win. Sound is also weak wtth just white 
noise spot effects, not even a title tune. 

OVERALL 60% 




Come flail with me 

Some of Ryu's more vicious 
opponents are equipped with 
death stars and nee flails which 
can cause horrific injuries, 
\f either fighter's energy is reduced 
to zero ha is knocked out and loses 
the round; otherwise the one with 
the most energy at the and of the 
round wins. Whichever fighter is 
successful in two out of the three 
rounds wins the match If Ryu wins 
a round by a knockout ha scores 
bonus points for the amount of 
time and energy remaining. He ts 
permitted to lose three matches 
before the game ends. If he 
manages to defeat two opponents 
he has a chance to score extra 
points in the bonus round where 
he must smash as many bricks as 
he can with his bare hands. Ryu 
subsequently travels to the next 
country where two fresh 
opponents are waiting to do him 
harm. 

Street Fighter includes a two- 
player option in which players 
Contest an initial match between 
Ryu and Ken, the winner going on 
to fight the computer opponents. 



COMMODORE 64/126 

Cassette: £9.99 
Diskette: £14.99 

This features both The British 
and American versions. The 
former sacrifices detail for 
colour and the sprites are 
very biocky. Progress is is 
easy as on the Spectrum with 
similar, repetitive gameplay. 
One enhancement is the 
addition of a good in-game 
tuna which creates a good 
atmosphere. Gameplay in 
the American version la 
virtually identical, featuring 
the same lack of challenge. 

OVERALL 65% 



OTHER VERSIONS 

An Amiga and Atari ST 
version should be out by the 
time you read this, priced 
£24.99 and £19.99 

respectively 



"Success can be 

achieved by one or 

two moves which 

leads to repetitive 

gameplay" 



54/1T6TGM TX 009:8-88 



REVIEWS 



A RIDE DOWN 

SKID ROLL 



SKATE CRAZY 

Gremlin Graphics 



Roller-skating, according to Gremlin, is now the only 
way to show how ' def ' you are. But when you, and a 
couple of friends, set up a challenge in a disused car 
to seriously improve your street cred, too many 
crashes and you hear your delness called into question. 
The Commodore 64 development team is no less than 
eight people, including Greg Holmes {Jack The Nipper 
}/2\ and Ben Daglish. Spectrum programming is by Tony 
Porter [The Eidolon and MASK) with graphics by Kevin 
Bui me r [Gauntlet //) 




Better cr«d than dead - 
Sp#c*rum 



The main game takes part in the 
multistorey car park where each 
level has been laid out with cones, 
flags, jumps and hurdles, 
represented by an eight-way 
scrolling, overhead view. There- 
are numerous non-regulation 
hazards such as oil spills, 
potholes, remote-control cars, 
Dther skaters and sand. The 
objective is to get around the 
course in the shortest possible 
time, with trie minimum of crashes, 
while executing enough stunts to 
impress the four judges, 

Once you arrive at the finishing 
point the judges hold up score 
cards which determine whetner 
you must retake the course or not. 
If you succeed in qualifying, you 
have a choice between going up 
to the next floor of the car park 
challenge or taking the 
championship course. The latter 
emails a long multiload for what is 
effectively another game, On the 



Commodore only there's a rubbish 
collection section, so that if you fail 
to qualify far round one, you must 
collect all the rubbish before time 
runs out to go forward to round 
two. 

Championship 

The championship course is a 
honzontally-scrolling race against 
the clock with a great many pits to 
be jumped, and scaffolding to be 
ducked under. Waggling the 
joystick left/right builds up speed, 
but it can be tricky unless the 
skater's direction has been firmly 
established. It you complete a 
championship course you may go 
on to the next level, or return to the 
car park challenge, 

Both sections have four levels 
and all eight must be completed to 
finish the game. On the 
championship section the levels 
are building site, park, London 
Underground and a street scene. 



SPECTRUM 48/128 

Cassette: £7.99 
Diskette: £12.99 

The multidirectional 

scrolling on the car park is 
very smooth, and although in 
monochrome, detail *s 
excellent. By way of contrast 
the championship section is 
a lot more colourful, but an 
irritating control method 
makes it just as tough aa the 
frustrating car park level, 

OVERALL 78% 



COMMODORE 64/128 

Cassette: £9,99 
Diskette: £14.99 

If looks great, wtth a 
colourful car park section 
and some brilliant parallax 
scrolling on Level 2 of the 
championship section. 

Sound FX are generally 
good, although the screech 
of skids becomes irritating. It 
certainly has graphic appeal, 
but gameplay Is 

exceptionally tough and 
frustration soon builds up. 



0VERALL78% 



OTHER VERSIONS 

Too late for a full review, an Amstred version should be available 
as you read this, cess: ES-99, disk: C1 4,99. 




(< 



It has graphic appeal, but gameplay is 
tough and frustration builds up" 



VERSION UPDATE 



Back to an old 
dimension 



DARK SIDE 

incentive 



Commodore 64/1 2B Cassette: £9.99, Diskette: El 4.99 



LAGGING, perhaps appropriately, 
a month behind the other &-bit 
releases (TGM006. 93% Amstrad 
CPC and Spectrum) comes the 
Commodore game, struggling 
manfully with tha hardware. Your 
objective in this sequel to the 
acclaimed OriWer is to disable a 
powerful weapon - Zephyr One - 
based on Tricuspid, a moon of 
Evatn. Equipped only with a laser 
gun and fuel-hungry jetpack you 



must set about exploring the 
moon's 18 sartors, disabling 
energy collecting devices (ECDs). 
Unfortun-ately it one ECD is 
connected to two or more active 
ECDs it cant be deactivated, so 
disabling the network requires 
thought. In addition there are the 
3-D puzzles to contend with which 
made the original so intriguing. 
Fortunately a save/load function 
eliminates a lot of unnecesssary 




Am iter sttto ol Fnwscafw"* tore*; t/w 3-D t»cMUf»* is w*Ht toM 



repetition while a measure of 
arcade action is provided by the 
lasers of tank-like defences. 

As with the other versions. Dark 

Side provides a virtually unique 

opportunity to explore a totally 

solid 3-D world. That said, the 

, Commodore version is slow - 

| frustrating if you don't have the 



patience for it. However, the depth 
and imagination of the game, 
combined with an excellent sound 
track, is likely to provide some 

quite compulsive entertain merit. 



COMMODORE 64/128: 
OVERALL 90% 



Jl 



TGM TX 009:8-6855/116 



REVIEWS 



OFF WITH HIS/HER 
HEAD 



BARBARIAN II, THE DUNGEONS OF DRAX 



Palace Software 



As with the original Barbarian, the game's design and 
concept originated with non-programmer Steve 
Brown, a top graphic artist with Palace. Richard 
Joseph is responsible for the atmospheric 
soundtrack while Mike Van Wyjk and Maria Whittaker 
ensure, once more, that the packaging stands out from 
the crowd. 



Having fought his way through all 
Drax's powerful champions, 
seeming to destroy Drax himself 
and rescuing thre grateful Princess 
Mariana, our Barbarian hero might 
have (hough! his lifestyle would 
become a little less barbaric. 
Unfortunately, as with all truly evil 
sorcerers. Drax has proved 
difficult to defeat. Risen from the 
ashes of his corpse, he has fled to 
the deepest dungeons of his black 
caslte. determined to avenge 
himself on the Jewelled Kingdom 
- and more specifically the 
Barbarian and Mariana. 

Rather than passively await 
Drax's vengeance, the Barbarian 
and Mariana decide to destroy the 
evil sorcerer in his lair, Princess 
Manana. it turns out, far from being 
merely a royal bimbo, is an 
exceptionally gifted Tighter. In the 
murtiload game you can choose to 
play either character, both are 
well- armed: the Barbarian 
carrying a battle-axe and the 
princess a sword. Either character 
is capable of a wide variety of 
combat moves necessary to avoid 
injury. Energy is displayed in the 
top right-hand comer of the screen 
and when at zero, one of five lives 
are lost. 

To confront and hill Drax a warrior 



must fight through three 
multiloaded levels before finally 
entering the fourth level - the 



head, 

The caverns provide an equally 
tough challenge with ores, crabs 
and trolls, while the dungeons 
contain massive dungeon masters 
who appear expert in Thai Boxing. 
Each monster has its own energy 
level which can be diminished by 
well-judged blows, although the 
best move is a decapitation stroke 
-if you get a chance. 

Skill with the sword or axe alone 



4* "^f'W 



o o © o © 




Barbarian may get a buzz out of this demonic creature ifh»'s stow with hia axe 
arm 



will not bring victory, however, 
there are two magical objects on 
each level which must be found to 
survive later levels. An axe 
increases strength, for example, 
while a shield prevents instant 
death from the demon's fire. Once 
collected, objects are displayed at 
the bottom of the Screen beside a 
sword which acts as a compass - 
always pointing North. 

While exploring the Tne 
Dungeons Of Drax it's advisable 
to watch for pits - and jump over 
them. Should you land on the rim 
then frantic joystick- waggling is 
needed to regain balance. Some 
pits, however, have monsters 
inside which gobble up unwary 
adventurers. The neatly picked 
bones they subsequently spit out 
show the greet attention to detail 
which makes this such an 
attractive and playable game- 
After playing what seems like 
hundreds of unremarkable 8-bit 
games it's astonishing to find a 
game which can shock, not simply 
through the black humour of 
dinosaurs biting peoples' heads 
off, but tn the superbly drawn and 
animated opponents. From the 
quick -waddling dinosaur crealure 
to the living idol on Level Four, the 
monsters constantly amaze. 



Sanctum of Drax. Each of the first 
three levels is defended by six 
different types of monster, To fully 
explore the 28 -screen maze which 
makes up each level, great timing 
and tactics are required. On Level 
1, The Wastelands, opponents 
range from apes to Neanderthal 
men to horrific dinosaurs which 
can effortlessly bite off a person's 

4 n«mmo(ft task W<?s ahead fit our barbaric hero -he 'it need ait the aggression 

he can muster to gel through to the final contticl with Drax 



COMMODORE 64/128 Cassette: £9,99, Diskette: £14.99 

Combat, it has to be said, isn't quite on the same level as on the 
original game, but this Is more than compensated for by the 
range of opponents, all of which have their own attack patterns. 
This ts a brilliant arcade/adventure on disk and although we 
haven't played the cassette version yet, each level seems 
substantial enough to make multiload a very minor irritation. 

OVERALL 94% 




OTHER VERSIONS 

Conversions are expected 
for the Amstred, Spectrum, 
Atari ST and Amiga. 16-bit 
versions may take longer 
then the others but hopefully 
they'll make as full use of the 
machines as the CBM 64 
game - unlike Barbarian I. 




Take the mighty HAWK EYE through 12 
levels of arcade combat action with 
dazzling graphics, perfect parallax and 
1 2 aurally amazing pieces of music, He 
has the power, but can you control it? 

OUT JULY FOR 
COMMODORE 64/1 2d 

Cassette: £9.99 Diskette: El 2,99 
coming soon for Spectrum, Atari ST 
and Amiga 




ZZAP164 

GOLD MEDAL 

AUGUST 83 

96% 



QolcCRust^ 



When you buy a copy of HA WKE YE you 
could WIN an Am s trad Studio 100, the 
latest multi-mixtng deck, or a 
ghetto blaster! How? 

Well, on software shelves across the 
country there are THREE golden 
cassettes and SIX yellow HAWKEYE 
cassettes. If you find one ring 
Thalamus , . . YOU'VE WON.' 






TTuhmift, 1 5jrumHouif,QMnifirk,AHefiiMripii, Bfrtfrr»»G:4q*V 8l87IW7r«M 



REVIEWS 



BOARD OF THE RINGS 



WORLD DARTS 



Mastertronic 



Just in time for Christmas 1 986 Mastertronic released 
a highly successful Spectrum darts game called 180 
by Binary Design. When Mastertronic put together 
their Amiga- based arcade game Sport Simulation 
they had an Arcadia version of 1 80 included as World 
Darts. Now, two years later, the game is again being 
released for home computers - this time with arcade- 
quality graphics and sound 



This famous pub-playing game 
has been converted to the home 
computer in full world 
championship form with eight 
opponents. Ray begins at the 



quarter-final stage of the 

championship with |ust three 
games to become champion. 

Alternatively you can enter the final 
direct for a two-player 



Disk access on «v*ry turn mskms th« local's old dartsmen s&om hurried: 



competition. Games are played in 
a series of legs, in each of which 
the objective is to be the first to 
score exactly 501 points. The 
board is divided into 20 segments, 
with a double-score ring on the 
outside, a treble-ring half way in 
and a bullseye offering 25 or 50 
points depending on accuracy. To 
make things harder, the last score 
must be a double. Players take 
turns of three throws to work 
toward 501, and at the start of 
each turn an announcer calls out 
who is to throw. 

180 

During play a disembodied hand 
wanders across the board with 
dart in hand. The hand is only 
partially controlled by joystick, so 
the skill is in guiding it into the area 
you want to hit and pressing fire at 
iust the right moment. Difficult to 



begin with, especially with a time 
limit, after some practice treble- 
twenties shouldn't be too difficult. 
During one- player games your 
opponent is shown inside a darts 
hall making his three throws: while 
he doesn't take long at all. the disk 
access is a bit irritating A wealth 
of options such as 99 not very 
different skill levels, up to 15 lags 
per match and a box suggesting 
what you should aim tor, indicate 
some thought has gone into It, but 
ultimately the repetitiveness of the 
action may prove inescapable. 




AMIGA 

Diskette; £9.99 

The bane of the Amiga turns 
up again here with disk 
accessing required before 
each turn, yet even during 
two-player games no extra 
graphics are required. 
Graphics are generally very 
good, but never astounding. 
Sound FX are similarly 
professional with a superb. 
Northern -accented digitised 
voice announcing whose 
turn It Is, A good game of 
darts, but the Spectrum 
version made better use of 
the machine. 

OVERALL 55% 



OTHER VERSIONS 

No plans »« any other 
versions. 



"Some thought has 

gone Into it, but 

repetitiveness of 

action may prove 

inescapable" 



VERSION UPDATE 



ALTERNATIVE WORLD GAMES 

Gremlin Graphics 



Spectrum 4a/1 28: £7,99 

HERE we have a sports simulation 

wilh tongue firmly planted in its 
cheek. The player is encouraged 
to compete in such wacky events 
as sack racing in Naples, boot 
throwing in the Colosseum, pole 
climbing in Verona, and running up 
the walls of Venice, 

Once the competitor's identity 
and country of ongin have been 
established, they are faced with a 
bank of nine video monitors. Using 
the joystick each monitor can then 
be accessed in l urn to 
demonstrate a game. When the 
player has decided which game to 
attempt, switching to the ninth 
monitor gives the option to either 



Sack racing in nary is Past* ;p* e 




practice or compete In their 
chosen eveni. 

If in practice mode, at the end of 
the race you are asked whether or 
not you wish to continue 
practising, m compete mode a 
score card is displayed, you can 
then chart your success. As 
Alternative World Games is 
mult Hoed, it's best to attempt the 
events in sequence, manual 
positioning of the tape is possible, 
but i$ frustrating, and ultimately 
time consuming, 

Graphically Alternative World 
Games is good, with nicely 
animated sprttes bounding around 
the solid, colourful backdrops. 
Overall a playable alternative 
sports game that's fun, but 
thankfully does not tax the joystick 
as m uch as some games of this ilk . 



CflHEROOlt 



ft- t? nRKFRnOH 



SPECTRUM: 
OVERALL 79% 



58/116TGM TX 009:8-88 







i. 










ALL THIS AND 
BARBARIANS TOO 



ANNALS OF ROME 



Like the Amiga version of Power Struggle, Annals Of 
Rome is another conversion of a PSS strategy game 
already available on the 8-bit machines. Further 
conversions are planned for Bafflefietd Germany, 
Firezone, Final Frontier and Fortress America. Annals Of 
Rome was designed by Dr George Jaroskiewitz, an 
expert on Rome . 
Take command of what was once Each officer has a loyalty and 
the greatest Empire Jn the known ability rating and a ranking from 
world, the Roman Civilisation, Senator up to Commander level. 
spread its influence through Commanders have an army . As 
Europe and avoid the inevitable each turn is up to 25 years in 
collapse and sacking by the length, officers come and go, 
barbarians around the continent. 

The main display is taken up by 
a map of the European continent 
made up of 28 regions with the 
heart of the Empire - Italy - taking 
centre Stage, 

At the start of the turn, ycnur 
position can be saved to disk, a 
new game started or old game 
loaded in. The first phase in the 
turn is to set up an economic plan, 
A ta* rate must be set up for the 
turn, increasing the treasury 
coffers - this also leads to inflation 
and lack of popularity. 

The personnel phase follows 
with 21 commanders controlling 
trie military forces of the Empire. 




itself to try and establish a 
dictatorship of their own. Annies 
bribed to remain loyal to the 
Emperor proves costly for the 
treasury. 

Civil wars can erupt, officers 
starting rebellions against the 
Empire if the regime's popularity is 
low. Rebels and Loyalists to the 
Empire fight amongst each other. 
Rebel victories can pave the way 
to the conquest of Rome itself, 
drawn out civil wars lead to large 
scale unpopularity and a greater 
chance of rebellion in the further 
regions. If a rebel army reaches 
Rome, the leader lakes over as 



control of countries, move their 
forces and fight battles Whiie not 
a collective band fighting as one 
against the Romans. the 
barbarians are a formidable threat 
because of their sheer numbers. 

Annals Of Rome certainly 
provokes thought and questions, 
particularly as to how Rome 
survived so Jong with the threat of 
barbarian attacks all around. 
Considering the game's poteniial 
depth, player interaction is limited. 
At limes the player watches the 
action unfold and can do nothing. 
Disappointing, considering the 
Amiga potential. 



SPECTRUM 48/1 28 Cassette: £9.95, Diskette: £14.96 

The vector graphics featured in Star Wars are vary much in 
evidence, their standard competes against the best of the genre: 
3-D Starstnke and Starglider. Fast moving and colourful sprites 
scroll smoothly around the screen and animation is good, 
especially of the AT-AT$. 

OVERALL 87% 



Trust and loyarty are Secondary 
to gaining power in the Roman 
Empire, If the leadership is 
unpopular, rebellion occurs 
throughout the ranks; 

commanding officers and their 
armies may even march on Rome 



Ruler of Rome. A new popularity 
rating is given and play continues 
but under new imperial leaders. 
Control can be changed by 
initiating further civil war although 
the resulting change could be for 
the worse. Following civil wars 
comes the final phase of foreign 
wars. 

Around the European continent 
lie the barbarians: Gauls, 
Carthaginians, Macedonians, 
Celts, Goths, Numidians and 
more, ail intent on seeing Rome 
burn and their own territories 
expand. While the Roman Empire 
grows, the barbarians also take 



OTHER VERSIONS 

Already available for 
Commodore 64/126 and 
Amstrad CPC, cass: £12.99, 
disk: E17.99, Spectrum 48/ 
128, cass: £12.99. Atari ST 
and PC: £24.99. 



" Disappointing, 
considering the 



Amiga potential 



N 



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60.'116TGM JX 009:8-88 



REVIEWS 



LUKE'S 

VADER 
FIGURE 



THE EMPIRE STRIKES RACK 




Domark 



he Empire Strikes Back is the second game in the 

TStar Wars trilogy to be written by George Iwanow 
(Vektor Graphtx) and released by Domark. Split into 
four parts, it charts the rebels' flight for survival from 
the inhospitable ice planet, Hoth. After the destruction of 
the Imperial Death Star, Lord Vader is alive, well and bent 

on revenge. 

The first part of the game has you 
<n the role of Luke Skywalker 
Skimming across the frozen 
wastes of Hoth in your snow 
speeder. Your task is to destroy 
the many probots sent out by the 
Empire to find the rebel base and 
transmit its location. 

As well as- the probots, their 
message pods must also be 
stopped, The robotic spys are not 
gong to hover around whilst you 
shoot at them - they fire back- You 
start the game witti five shields, 
which are depleted every time a 
fireball hits the snow speeders 
fragile hull. Success awards entry 
to the next level and larger foes in 
the shape of AT-ATs (All -Terrain 
Armoured Transport), and their 
smaller but faster companions the 
AT-ST Walkers (All -Terrain Scout 
Transport). 
A TAT and AT-ST mak* fonnidabia opponents for Lukas fnow speeder 



Again Luke is seated in r#8 craft, 
this time his mission is to defeat 
the AT-ATs by firing tow cables at 
their legs (effectively tripping them 
up) or repeatedly shooting their 
heads. The AT-STs are fast - 
shoot ttie fireballs they spew out 
before blasting them, 




Battling against th* Empire's probots - kit s hop* it down 1 and in a T(E 



Where It's at at 

The third section gives Luke 
Sky walker a break and involves 
the swashbuckling hero, Han 
Solo, onboard the Millenium 
Falcon. TIE fighters and their 
fireballs have to be shot or avoided 
as you escape from Empire, If this 
screen is successfully negoliased, 
the fourth and final game is 
entered. Han and fnends have 
escaped from the clutches of the 
Empire, only to run into a deadly 
asteroid field. Only the pilot's skill 
can guide them through the hail Of 
space- rocks and on to the safety 
of a large asteroid. 

During the game, poinl bonuses 
can be scored by shooting a 
specified number of enemy craft 
or letters of the alphabet If the 
letters J-E-D-l are hit in sequence, 
you are rewarded with limited 
invincibility. A useful weapon 
when up against the might of the 
Empire. 




SPECTRUM 40/128 

Cassette: £9.95 
Diskette; £14.95 

The vector graphics featured 
in Star Wars are very much In 
evidence, their standard 
competes against the best of 
the genre: 3-D Starstnke and 
Starglider. fast moving and 
colourful sprites scroll 
smoothly around the screen. 
Animation is good, 

especially of the AT-ATs, 

OVERALL 87% 



OTHER VERSIONS 

During the first week of July, 
versions will be released for 
the Commodore 64/1 26: 
cass £9.96, disk £12.35 and 
the Amstrad CPC: cass 
£9.95. disk £14.95. An Atari 
ST and Amiga version will be 
released in the third week ot 
July, both retailing at £19.95 



" Competes 

against the best of 

the genre" 



TGM TX 009:8-8861/116 



REVIEWS 



MATCH PLAY 



INTERNATIONAL SOCCER 



Microdea! 



Microcleal had some problems with their latest 16-bit 
football game. First versions sent out had the 
computer opponent doing most peculiar things, 
including kicking home goals and running off the 
pitch at every opportunity. This has now been rectified and 
readers who may have purchased the bugged game can 
return it to Microdeal's Freepost address and receive the 
second version free of charge. International Soccer was 
created by the familiar duo of programmer Ed Scio and 
graphics artist Pete Lyons 



the sport of football has been 
covered often on home 
computers and Microdeal's 
International Soccer continues the 
trend. From (he main screen, most 
of the standard football options 
are available, including alternating 
the length of each half {from five to 
45 minutes), choosing night or day 
to play, the strength of the wind, 
the surface of the pitch (wet or dry), 
team colours and any of five team 
formations. 

Not falling foul 

international Soccer plays like a 
standard football game, with 22 
p iayers spring out onto the pitch 
- the player currently under your 
control is highlighted by a symbol 
under his feet. The nearest team- 
membef to the bail is defaulted to 



be controlled although this can be 
over-ndden (the goalkeeper is 
under direct player control as well, 
adding an extra element of fun to 
the game.) A small problem 
encountered with the manual 
selection method is that cycling 
through each player takes up 
valuable time while the ball runs 
loose. 

The game features comers, goai 
kicks, penalties, throw-ins, fouls 
and tackles as well as a whistle- 
happy linesman pacing up and 
down the side of the pitch. Nine 
skill levels are built into the game, 
although the computer opponent 
is difficult across the board. On 
screen, there's no score board or 
indicator level for the amount of 
power put into a kick, as such, 
medium power shots are difficult 



ATARI ST Diskette: £19.95 

International Soccer has all the elements of a good soccer game, 
continuous action, fast and smooth-flowing gameplay. In the 
background the crowd get into the swing of things doing the 
'Mexican wave' in time to one of the five tunes accompanying 
play. 

OVERALL 78% 



to achieve and it's easy to under- 
or over-emphasis a kick- 

International Soccer is certainty 
the best football game on the ST 
yet. in direct competition with the 
Grandslam game, it succeeds 
because rt not only provides a 
variety of football options but it 
keeps the pace of the game going. 
ST owners unfortunately still 
haven't got anything in the Match 
Day It league but international 
Soccer is a good substitute. 



OTHER VERSIONS 

An Amiga version Is planned 
priced at £19.95 



"Continuous action, 

fast and smooth 
flowing gameplay " 



The players look good, but their skHts foave much to h& d*air«J 




VERSION UPDATE 



ARCTICFOX 

Electronic Arts 



Spectrum 48/128: 

Cassette £8.96 



DYNAMIX, the people behind 
Skytox If (reviewed in this issue on 
the PC} are the team responsible 
for ArcticFox m its original 
Commodore 64 form. then 
released through the now-defunct 
Ariolasoft at the beginning of 1 9B7. 
tt's taken a year for the ZBO version 
to surface with Mark Fisher of 
Comtec being responsible for the 
translation. 

The Arcticfojs of me title Is a 
massrve tank patrolling the icy 
wastelands around the Arctic 
Circle. An alien attack force has 
landed near the North Pole intent 
on redimatising Earth's 

atmosphere to convert ft into a 
deadly alien environment. 
ArcticFojc is the only military 
hardware in the vicinity which can 
stop the process. 

Using a first-person 3-D view. 
the commander moves the tank 
around the region, climbing hills, 
negotiating crevasses and 



destroying the alien force's light 

and heavy tanks in a styte simitar 
to Battlezone. Reconnaissance 
aircraft and sleds patrol, looking 
for ArcticFox. reporting its position 
to the communications fort in 
preparation for attacks by fighters. 
Rocket launchers are also sited at 
key points in the vast region, 
guarding not only the vital air 
converters but radar stations and 
the alien base itself - the Main Fort. 
ArcticFox has at its disposal 
guided missiles which can be 
flown in the now familiar Starglider 
style, cannon shells and antitank 
Polarising action is non-exfat&nt in Arct 



mines. If ft all gets too dangerous, 
the tank can dig in and hide under 
the snow, although resurfacing at 
the wrong moment can often tead 
to fatal rasurts. The game ends if 
ArcticFox is destroyed or the 
Earth's oxygen level reaches zero. 
The original Commodore 64 
AfclicFox had a speed which 
crippled any lasting appeal or 
gameplay. This should have been 
rectified with the Spectrum 
version but in many ways the game 
has become worse. The multiload 
is still there on the 48K version 
proving an inevitable burden. 

ic Fox 




there's en ali-m-one load for the 
128K version, but the lack of any 
sound whatsoever in either is a 
severe drawback to say the least. 

Colour is ill-used, with nothing 
more than light blue and grey to 
create the effect of travelling 
through a polar landscape 
Graphics are primitive wireframe 
shapes moving past, and while 
movement is faster than on the 
Commodore game, at times the 
graphics look confused m 
appearance as the computer 
desperately tries to maintain 
perspective. not always 

succeeding. 

The tack of varying scenery, 
together with ihe long periods of 
inactivity between conflicts, only 
highlights the limited gameplay 
This said, there's some 
atmosphere to the game, sneaking 
over a hill and observing a target in 
the distance guarded by rocket 
launchers and tanks brings forth 
tension and excitement Cjulckry 
mounts. Unfortunately, it soon 
falls back into the depths of tedium 
once the target is eliminated and 
you are faced with the prospect of 
another long haui across the 
frozen wastes. ArcticFox is not a 
very successful format conversion 
of a not very exciting game. 

SPECTRUM 48/128: 
OVERALL 46% 



62/11 6 TGM TX 009:8-86 




2**1 




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IN YOUR WAY 



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EXPLOSIVE C01N-0P ACTION! 

Battle yoLii way across the globe taking or Lhe 

mighty fighting power of 10 awesome exponents 

of hand [0 hand combat. 

"R SINCLAIR CLASSIC" 

'^Thoroughly impressive combat game 

which knocks Renegade for 6. Go damage 

someone. " Sinclair User 

"It's fast, good looking and well hard" 

Yom Sinclair 

cbm 64. iz8 £9.99t - £14.99d 

Spectrum 48 K £8-99t 
Spectrum +3 £ 12.99d 

Amstrad £9.99t - £ 14.99^ 

Atari ST £ 19 .99 d Amiga£24L99d 



II ! 




GIANTS OF THE VIDEO GAMES INDUSTRY 

Media Moldings Ltd. A Division of U.S. Gold Lid, Units 2, 3 Holford Way. Holfoid, Birmingham B6 7 AX. Tel: 021 156 33fl8 



V J 



REVIEWS 



RODENT 
CONTROL 



MICKEY MOUSE 



W 



ith Basil The Great Mouse Detective under their 
belts, this makes Gremlin's second Disney game. 
Both licences have been programmed by Gaz 



Priest 

Mickey's binary adventure lakes 
piace in the famous Disney castle 
which has been taken over by four 
witches. Serving the evil whims of 
the Ogre King, the witches have 
used Merlin's wand to cast a foul 
spell - enslaving the surrounding 
lands - then broken the wartd to 
make the spell indestructible. 
Each of the witches hoide a piece 
of the wand and resides in one of 
the castle" s four tower s , To defend 
themselves from attack the 
witches have stolen all but one 
flagon of enchanted water and 
with it created a horde of evil 
ghosts. 

The only thing that can destroy 
these monsters 1$ a spray of 
enchanted water, reducing to the 
vial of liquid they once were .Merlin 
has given our hero mouse the last 
of his water and after loading his 
water pistol. Mickey sets off to 
defeat the Ogre King. Ghostly 
guardians can materialise from 
anywtiere r so Mickey must be 
quick with his gun, and watch out 
for the King's ogres as well. Ogres 
are invulnerable to water, but the 
hammer Mickey carries with him 
can defeat the normal ones with a 
single blow, or smash big ogres 
into two smaller ones. Some of 
these monsters leave spelis for 
Mickey to collect such as a mask 
(makes monsters run away) and 
glue (sticks the monsters to the 
floor,) 

Occasionally however a hostile 
spell <s released which chases 
Mickey. If spells or monsters catch 
Mickey they drain his water pistol 
- once it's empty he must 
abandon his quest. Collecting the 
water vials left by some creatures, 
however, can refill the gun. 

Mouse control 

To finish a tower Mickey 
completes the subgames hidden 
behind the tower's doors. On the 
first tower these include an 
overhead-view-maze-gsme with 
Mickey searching for a hammer, 
nails and wood, avoiding bubble 
meanies, before escaping to seal 
the door. The second subgame 
has Mickey running around a 
wraparound rotating balcony, 
dodging monsters and trying to 
burst a certain number of bubbles 
by dropping hammers on them. 
Should a bubble be missed, part 
of the balcony i$ eroded. On both 
these subgames Mickey has three 
lives to lose before being kicked 




© The W*H Dime* Company 




King. While avoiding the King's 
fireballs Mickey must shoot him 
with the water pistol to finally end 

his horrible reign. 



out. To retry the subgame Mickey 
must find another key by killing 
numerous evil guardians. 

On later, multiloaded towers, 
more monsters and different 
subgames are added. One 
subgame involves jumping from 
platform to platform, evading 
monsters while trying to turn off 
four taps. Another is a Donkey 
Hong variant with Mickey 
hammering in corks to prevent 
them dripping while watching out 
for monsters. Finishing is achieved 



by basriing the big ogre when his 
shield disappears. 

Once all four towers have been 
completed. Mickey crosses the 
Devil's bridge to face the Ogre 



OTHER FORMATS 

Conversions are planned for 
Commodore 64/128 and 
Amstrad CPC, both C9.99 
cass, £14.90 disk, with an 
imminent ST version at 
£19.99. 



SPECTRUM 48/128 

Cassette £7.99 
Diskette: £12.99 

While neither the tower 
section or any of the 
subgames set new 

standards for the Spectrum, 
they're we II- integrated and 
produce a surprisingly 
addictive game overall. The 
urge to see later subgames 
provides a strong incentive 
to complete the first tower, 
which is tough enough that 
mufti load doesn't rear its 
head until well into the game. 
Sound FX are functional wtth 
some nice tunes, but there's 
no 128 option to load In ail 
the levels at once. 

OVERALL 87% 



■ 



"A surprisingly 
addictive game" 



VERSION UPDATE 

Jester one of those games 



BLACK LAMP 

Firebird 



improved for the Amiga. Music 
comes m the form of a speedy 
Greensieeves tune - which grates 
after a while - and is accompanied 
by suitable sound effect, 

AMIGA; OVERALL 85% 

Jester draws on his ability to find 
lanterns 



Amiga: £19.95 

JOLLY JACK the jovral jester 
appears as if by magic on the 
Amiga. His quest is to rid the 
medieval kingdom of monsters 
and dragons by collecting nine 
magic lanterns. His may also gain 
the bonus of marrying the princess 
if he is successful. 

The Amiga conversion is of the 
same standard as the Atari ST 
game (reviewed in TGM004. 86%) 
with colourful cartoon characters 
and detailed backdrops. Basically 
a platforms and ladders variant, 
and while still highly enjoyable. 
Black Lamp could be have been 



;BI1if-V: r | " i;<KHW1 ' 1!IlgTFI 




64/11 6 TGM TX 009:8-88 



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Please nutc: the ireinlenisshuwjl 
oniric Issue 1 coverabnve arcnfil 
to convey .in impression a no 
nu[ be I he same as ihc conti 

pulilishtd in the first issh«. 



□ 1 enclose O.50 postal order 

On the other hand, I'm wexdlsd bv tin prospect of F£AR that 1 would Like 

: , ..! II understand (hat t here isa subscribers'-. 1 1-~. totanand 

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*> 



VERSION UPDATE 



FOOTBALL MANAGER II 

Addictive Games/Prism Leisure 



Spectrum 48/128: Cassette: £9.99, Diskette: £14.99 
Amiga: £19.99 



HOT on trie trail of the Atari ST 
version reviewed last month 
(65%). come the Spectrum and 
Amiga updates. 

To begin, you choose a team 
from the available 92 which 15 
placed in the fourth division with 
half a million pounds in the bank 
arid companies clamouring to 
offer sponsorship. From here, the 
only way is up . - - through the 
ranks to the first division, and to 
win the major division and league 
cups on the way. As team manager 
you have to make all decisions to 
get the best out of your men. As 
long as your club is solvent it 
remains in the league. If liquid 
assets fall into the red however, 
bankruptcy and defeat soon 
follow, 

The Amiga version is virtually 
identical to the ST game, no 
attempt has been made to 
enhance it. Control of the 



The players pitch m to do their bm»t 
tor the msrtagar - Amiga 



Spectrum version is easier than on 

the 16-bit machines, and the 
players are more independent - 
less I ikely to pi ay f ol lo w the leader 
Despite the lack of 'pretty' 
graphics, the Spectrum game is 
the most playable of all. 

AMIGA: OVERALL 63% 
SPECTRUM: OVERALL 
68% 






THE* 

PERSONAL 
COMPUTER 

SHOW ,„_, s 

14-18 SEPTEMBER 1988% ,.v. . W> 

EARLS COURT LONDON ' - ^ " fi . 



PC SHOWCASE 

The 1988 Personal Computer Show Unveiled! 
Your Guide to the Event of the Year! 

: Qnr ■ I jf- 4 



g 



rJLi - -_ 



■ 



EARLS COURT LONDON 

'RESENTED E5V PERSONAL COMPUTER WORLD 



In next months issue we're giving away a free supplement devoted to the glitter and 
excitement of tills famous annual computer entertainment beanfeast. Weill bring you details 
of the stands, the people, celebrities and events and all the things you can expect to see and 
do at the show. And don't forget, this year is extra special because the show has expanded 
and is now at Earls Court! Why not avoid that 'lost' feeling? Make sure you have your PC 
SHOWCASE Guide with you. It's yours, free t in the next issue of THE CAMES MACHINE? 





-'■ UN t < 



s .,» 



PC SHOWCASE, Guide to the 1988 Personal Computer Show is exclusive to THE GAMES 
MACHINE, CRASH and ZZAP! 64 



66/116TGM TX 009:8-88 



REVIEWS 



THE AVENGERS 



NIGHT RAIDER 

Gremlin Graphics 



Sydney Developments is a name associated with 
Canadian ex -TV commentator Michael Bate, who 
designed games like Dambusters, marketed through 
US Gold. This is his first through Gremlin Graphics, 
as Acme Animations. Other titles Bate is known for during 
his seven years in computer games include Kitted Until 
Dead and Ace Of Aces. 

Launched in 1939 the battleship 
Bismarck was One of the most 
fearsome weapons in the German 
Navy and a major threat to Allied 
convoys crossing the Atlantic to 
the Britain, it was thus one of most 
mnportarit intelligence coups of 
WWII when Norwegian secret 
agents receded information on the 
ship's course. A Royal Navy Battle 
Group led by HMS Hood was 
despatched to find and sink the 
Bismarck. 

Unfortunately in the first incident 
of the pursuit the Hood f©« foul of 
a lethal battery from the 
battleship's massive guns. All but 
three of Hood's 1 400 officers and 
crew were lost. Attacks by 
Swordfish biplanes earned a 
measure of vengeance later that 
night by crucially damaging the 
port rudder. Limited to only eight 
knots per hour, Bismarck became 
a sitting target and more 
Swordfish strikes were launched 
the next day. 

The nest generation of torpedo 
bombers, represented by a 
prototype Grumman Avenger, had 
meanwhile been secretly shipped 
to the earner Ark Royal. During the 
last hours of the Bismarck the 
Avenger was used to serious 
effect, knocking out four gun 
turrets Subsequently the Avenger 
went on to become the greatest 
torpedo bomber of WWI I, although 
with only a single engine it is not 
actually the aircraft used on the 
packaging. 



determine which mission he 
undertakes first. Vou may refuse a 
few missions, but not too many or 
you might be withdrawn from 
flying. 

After a mission has been 
accepted the view changes to the 
PHofs cockpit from which the 
plane is flown and the torpedo 
dropped- Although guns can be 
fired from this position most air-to- 
air combat involves the tail 
gunner's view which can selected 
at any time. No less vital work is 
done on the engineer's screen 
where various systems must be 



boats (submarines). Seemingly 
inexhaustible waves of enemy 
Dornier aircraft are also shown on 
the navigation screen. 

The game opens wiih digitised 
pictures of Hitler and Churchill 
accompanied with some superb 
sampled speech. By comparison 
the game itself is disappointing; 
enemy craft are represented by 
sprites which always present the 
same view of themselves, 
Constant attack from enemy 
fighters can become repetitive as 
well, though hunting down U- 
boats is quite exciting 



Torpedos sway! Ever had that sinking 

E -Boats 

Besides the all -important mission 
against the Bismarck Night Raider 
allows newly recruited pilots to 
practise any of the mission stages, 
and several other combat 
missions as well. Once training 
has been completed the pilot is 
given a choice of straws to 



HWifri r/M ftaka going on?Bi$mafk is sighted 




ding? 



set correct-ly for landing or flying, 
throttle set and a camera activated 
if you want to playback an attack 
an the battleship, The fourth, and 
final screen is the navigator's 
which allows a destination to be 
selected presenting a marker on 
the pilot's screen that must then 
be followed. 

Long missions require frequent 
returns to your home base, the 
carrier Ark Royal, and to complete 
a mission you must make a 
successful landing. For this reason 
it's a good idea to keep an eye out 
on the navigation screen for 
German mine fields, E -boats 
(small torpedo boats), and U- 



ATABI ST 

Diskette: E19.95 

A serious problem is the 
placing of the reset key 
directly beside the one for 
selecting the pilot's view - in 
the heat of battle it's all too 
easy to hit the wrong key. 
Despite the dual demands of 
missions, both defending the 
Ark Royal and attacking the 
enemy, the gameplay is very 
suggestive of the designer's 
earlier games and does not 
make full use of the ST. 

OVERALL 70% 



OTHER VERSIONS 

Conversions are imminent for the Commodore 64/128, Amstrad 
CPC and Spectrum 48/129, all at £9.99 cass and £14.99 disk. An 
Amiga and PC version should be available around the same time 
for £1999 




"Gamepiay is suggestive of earlier games 
and does not make full use of the ST" 



TGrvl TX 009: 8-88 67/1 1 6 



ROB STEEL'S 

GETTING 
ADVENTUROUS 



STEEL SHAVINGS 



Rob Steel's befuddled brain strikes again . . . What is the point 
of reviewing mail-order adventures ff one is going to leave out 
the address where interested parties can buy the games? Last 
month I examined two such games and neglected to include 
the addresses. To put ft right: Investigations is available from 
Graphtext. WZ Bourne A venue, Hayes, Middlesex UB3 iQTarvd 
SkelYUilyn Twine may be ordered from Eighth Day, 18Ftax.hiU f 
Moreton, Wfrral, Mersmyside L46 WH. 

While I'm In apology mode I may as well make myself look a 
complete idiot (no comments please): I can't spell Jekyll, it has 
two 'L's not one as was printed last issue and one of Eighth 
Day's previous games is titled ice Station Zero not Zebre. 

This month I gat corrupted (couldn't happen to a nicer guy) 
thanks to Magnetic ScroHs and journey into the future using m y 
mind (doesn't seem possible does it7). Mindfighter from 
Abstract Concepts comes in attractive packaging that provides 
hours of entertainment even before the game is loaded. 




The ayes have it . . . which one of these ugly bugger* is the mysterieu* Man 
0f Steel, and am they realty wearing' MirxrHgrriAr boxes, or do they atway* 
look like this? 



THE REALM 



Cult 

Spectrum 48/128 Cassette: £1.99 

& H Games are more famous for their football 

D orientated software, it was therefore with interest 
and some trepidation that I loaded this adventure 
from their new budget label, Cult, hoping that it 

wouldn't be a Football Frenzy. 

The text descriptions are 
Sparse, treating you with such 
dripping prose as: L The forest, 
Exits are North" and The Cottage 



mapping) and its problems are 
obscure enough to prompt 
premature boredom. That it is a 
budget game is no excuse for 
producing an inferior product, 
perhaps D & H Games should 



The first point of interest is the 
staggering in-depth game 
background included in the 
packaging, tt is: 

'Wandering through the 
wilderness to the North of Thryll 
town, you come across a strange 
wood. Dare you step beneath its 
brooding eaves?'. Makes you 
want to rip the cassette box open 
and plunge in doesn't it? 

After ingesting the scenario I 
started the game loading and 
waited- The first screen to appear 
asked if I was male or female, once 
[ had decided and input my answer 
the adventure proper began. 

A garish green screen sat before 
me informing in black text that I 
was south Of the wood- A very 
basJC, childish graphic stared 
back at me From atop the written 
descriptions- This was obviously 
the spooky wood the scenario was 
daring me to enter ... in I went. 



Exits are North and Northwest" 

Regardless, I trudged onward. 
The first place of interest was the 
wizard's cottage in which I found a 
book of spells, a furry creature and 
a carrot. The wizard asked me to 
stay arid guard his magic book 
until he returned. Deciding not to 
trust him, I tried to leave (with the 
book), unfortunately magic 
powers were working to prevent 
me from doing so, I discarded the 
spellbook for the time being and 
walked out of the cottage to 
explore the surrounding wood. 

A one-carrot game 

l came across an old woman, a 
minstrel (who sang a balladfor me) 
and a fair maiden. All these 
characters were there for a reason- 




Plain graphics, minstrels - dare you step beneath its stultifying prose? 

Quickly discovering the lack of 
vocabulary within the adventure 
and deciding that none of them 
were interested in my carrot. I 
continued on my travels. Further 
discoveries included a pond, a 
swarm of bees, a snake and a duck 
- which 1 managed to frighten 
sufficiently to make it lay an egg. 

The Realm is a not a good 
adventure. It lacks all the 
ingredients necessary to keep you 
playing (except for the ease of 



suck to their successful format of 

football simulations. 



ATMOSPHERE 18% 
INTERACTION 17% 
OVERALL 18% 



6a/116TGM IX 009:8-88 



ADVENTURE 



CORRUPTION 



Rainbird/Magnetic Scrolls 
Atari ST Diskette: £24.95 

The world has waited with bated breath for this latest 
release from Magnetic Scrolls. Anita Sinclair and Co 
have set them selves a standard by which all 
adventures - especially their own - are now judged. 
Does Corruption compare favourably or are the creators 
of The Pawn and Guild Of Thieves following the Level 
Nine/lnfocom trait of late and resting on their laurels after 
initial success? 

High finance and commercial 
intrigue are now-subjects, of 
which more people are becoming 
aware, thanks to the coverage and 
interest shown in the near recrash 
of Wail Street late last year, the 
number of company shares being 
ottered to 'the man in the street' 
and the successful movie starring 
Michael Douglas. Waft Street 
Magnetic Scrolls - themselves no 
doubt recent experts in the world 
of money matters due to their 
phenomenal success - hold out 
tfeir hand for the band wagon to 
stop and let them on with their 
latest adventure. Corruption. 

You have been framed by your 
new business partner and, if thai 
Mere not enough, an irate drugs 
baron desires to make you history. 
It will take all your skills to turn the 
tables on these criminals and 
prove your innocence. Playing by 
the rules is a non-starter, to regain 
standing and clear your name, 
devious ploys, greed and sheer 
rulhlessness are the required 
qualities. 

As you can imagine I found 



new office by partner David 

Rogers. He informs you that 
should you have any problems, all 
you have to do is ask. He stays in 
the first location long enough tor 
you to interact with him once; it 
was at this point that I found a very 
good way of ending the game: 
input 'Hit David' and see what 



il 13U 



erim 



\*MMMMM*m* wiii^if wn«|||( Mgggggggg 
■ flKS BZQ3H1I ■EmCS 

*flh 'tile. Ton iflrt to 8r. tojtri," sto Siis. "I'i Ttoiesi, im U i«t j«." 
Inii epens tit ioor ini toes into hi s office i 

Sill! . ! 



fhdsa atmospheric graphics can contuse - stick to text mod* 



Corruption difficult to play, it's so 
agamst my nature to be deceitful. 
However, I did my best in order to 
provide a report on the adventure 

The story starts innocently 
enough with you being shown your 



happens. 

Once this jolly wheeae had lost 

its attraction I got down to the 
game proper. 
Mostly revolving around 

interaction with the other 



Success corrupts <w*J graat success corrupts grestfy-- *h» Jinxter/fn* it attit on Magnetic Scroiis 




characters, Corruption is difficult 
to get into, Knowledge is ail and 
once learned must be passed on 
to the correct recipient for 1 he best 

results. Toiling the wrong people 
too much spells trouble. 

As the plot unravels you 
discover that your wife, Jenny, is 
having an affair with David (over 
lunch she asks you for a divorce), 
David is wanted by the fraud office 
and Theresa feeds the ducks 
during her lunch, hour. Intrigue, 
intrigue . . , 

I scored 30 points by simply 
I oil owing instructions and passing 
on bits of gossip, however, what 
was required of me from this point 
became a little vague. 



In the picture 

The now- expected high standard 
of graphics, parser, atmosphere 
and interaction are all present in 
Corruption - although the picture 
content is strange. They depict 
peopie in their offices after they 
have left, and cars in the carpark 
which you watched dnve Off only 
seconds previously. I found 
playing in text -only mode best 

I have the feeling that the game 
is too clever for its own good, it's 
possible to grill people about 
topics you hadn't discovered yet 
and tell them things you have yet 
to find out, On occasions 
information you do know is 
impossible to pass on to 
supposedly interested parties. 
This ultimately leads to frustration 
and confusion. 

The packaging is well 
presented, thoughtful, and 
contains useful (and useless) 
items for the game, These include 
a casino Chip. Filofax-sfyle 
documentation, the ultimate 
gamblers 1 and business 
entertain merit guides and an audio 
cassette which needs to be played 
at certain times dunng the 
adventure. 

Unfortunately these do not help 
make the game better. Corruption 
is like unto a jelly that won't quite 
set, it has all the bes* Ingredients 
but they just don't gel. I didn't 
enjoy their previous adventure. 
Jinxt$r and, although 

implemented very professionally 
and no doubt heading lor success, 
for me Corruption is no better. 



ATMOSPHERE 68% 
INTERACTION 77% 
OVERALL 73% 



TGM TX 009:8-8869/116 



ADVENTURE 



MINDFIGHTER 

Abstract Concepts 

ATARI ST: £24,99 

Some months ago, Anna Popkess and her man, 
Fergus McNeill, travelled the picturesque route to 
Ludlow to meet me. I had seen all the promotional 
pictures for the adventure (the brooding shot of Anna 
and Fergus sitting next to a withered tree) and was pleased 
to discover that Anna is even better looking in the flesh; 
Fergus is taller. They were here to show me their first 
adventure, Mindftghter - created using Fergus's utility, 
SWAN. 



My hopes for Mindfighter were 
high as I loaded the ST version. 
They soon faded . . . 

The scenario concerns a boy 
named Robin - played by your 
good self - and his ability to mind - 
travel through time. He 
inadvertently stumbles across a 
very Weak future for mankind. 
Robin wakes into his nightmare 
atop a mound of rubble in a 
desolate, ruined cityscape. 
immediately post-holocaust. He 
discovers an organisation, known 
on(y as The System, is controlling 
the few, weakened humans that 
remain alive. Robin resolves not 
only to escape but to discover who 
is subverting mankind and attempt 
to put a stop to it - all within 24 
hours. 

The screen is split in two, with 
moody graphics framed within an 
oblong window above the 
scrolling white text. The parser is 
obviously quite sophisticated - 
understanding ALL IT, OOPS, 



RAM SAVE etc - unfortunately the 
actual vocabulary is ridiculously 
small. 

One of the features pointed out 
to me by the creators was the 
program's ability to think. If one is 
faced with a locked door to the 
North and the correct key is being 
carried, the single input, ' N ' results 
in the game replying 'Robin 
unlocked the door, opened it and 
went North'. If Robin is attacked 
and wants to dispose of his 
assailant, typing 'Kill Guard", for 
example, not only produces a 
retaliation but one carried out with 
the most useful object Robin has 
m his inventory. This feature ends 
those annoying Magnetic Scrolls- 
type typing lessons: 

Input: ' Unlock door' 

Reply: What with?' 

Input: Key' 

Reply: 'Which key?' 

Input: 'Brass key' 

Reply: 'Which brass key? The 
old brass key or the new brass 




W»r tfw ruin ofMinrtflghter tart, better than it should? 



key?' 

Input: 'Quit' 

Swaning around 

However, this relief for 1i nger sores 
soon fades to insignificance as the 
unbelievable lack of attention to 
detail raises its bugly head. The 
most obvious irritant is in the 
mapping. Travelling North from 
location A to location B does not 
necessarily mean that moving 
South from B returns you to A. This 
happens all too often and is 
boring. tedious, frustrating, 
annoying. confusing and 
pointless. 

There are further idiosyncrasies: 
Robin may be holding a rag and, if 
in possession of the lighter, can 
quite happily burn the rag- 
However, if he should drop the rag 
he can no longer burn it as it 
appears no longer to exist, and yet 
there it is resting on the ground. 
Trying to pour the petrol out of the 
terry can is equally frustrating and 



can take a ridiculous number of 
inputs before the solution is found 
- all logical commands fail, 

Death comes fairly frequently lo 
Robin, and the toughness of the 
problems coupled with the lack ol 
help and logic incorporated in the 
game make each death easier to 
live with. A good idea with nice 
packaging, it's sad the game is 
such a let down. 

Available for mosl 8- and 16-brl 
formats. Mindftghter will probably 
do better than it deserves to. I 
hope Abstract Gonceptse next 
adventure will be a substantial 
improvement, after all the authors 
are very nice people. 



ATMOSPHERE 57% 
INTERACTION 34% 
OVERALL 45% 




TIPS 



I've had so many requests for a tips section to be Included in my 
adventure column that I can no longer ingnor* your cries. I begin 
hriefry with help lor two adventures, both available on &- and 16-brt 
machines. 

TIME AND MAGIK 

Part 2 

Mandarin/Level Nine 



Breath the helium from the bal- 
loon to get a squeaky voice. 
Tina likes chocolate bars. 



Lions prefer to dine alone. 

Banana lollies are a monkey's 
favourite treat - 

This month's tips are only a 
start-up pack, but W you have 
any tips or maps that you would 
like to add to my own to pass on 
to TGM readers, please send 
them to: STEEL TIPS. THE 
GAMES MACHINE, PO Box TO, 
Ludlow, Shropshire SYS 1DB. 



To gel the coins from under the 

grate, wave the horseshoe- 
To cross the chasm; drop the 

scroll and the acam then read the 

scroll. 
The Tracers let you carry more. 
To open the tower door say 

'Humak'. 
To destroy the mummies, say 

■Obis' then say' Ollabin'. 
To get passed the watchdog. 

put the piils in the meat then give it 

lohim. 

BALLYHOO 

Infocom 

Punch out either the blue or pink 
dot to get the ticket into the 
turnstile. 



Map Of ENCHANTER (Infocom) 







■ I*-* — . . - - - 







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*[5Tj» ■ ■ ' « *-* := 







70/1 16 TGM TX 009:6-88 



TRYBRIDGE 
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TGU IX 009:8-3871/116 



FANTASY GAMES 



John Woods continues his sandwich 
course on how to play various roles by 
getting flushed looking at The Power Behind 
The Throne, becoming a Fantasy Hero and 
using all his force to examine the Star Wars 
campaign pack. 

FANTASY HERO 

The Roleplaying Game Of Epic 
Adventure 

Hero Games, £13.95, 160pp paperback 



antasy Hero has been around 

Ffor three years without gaining 
wide recognition or popularity, 
which is a pity since the system , 
designed by Steve Peterson, 
includes a number of unusual and 
appealing features which make it 
deserve to be played more widely, 

Fantasy Hero is clearly written with 
the expeneneed gamer in mind - not 
necessarily someone who has been 
playing for years, but one already 
familiar with at least one roleplaying 
game system. So the rulebock 
doesn't bother with the usual 'What i s 
a Roleplaying Game?' section save 
tor a token paragraph. Instead the 
introductory chapter gives an 
example character sheet and explains 
in brief what each entry represents, 
followed by a similar overview of the 
games combat system. 

At this point the reader is directed 
to a very brief solo adventure at the 
rear of the book to be played using the 
example character. It explains the 
necessary rule mechanics as they are 
required, and is a very easy way to 
introduce the game; after working 
through the first chapter and the solo 
adventure, players or referees already 
have a good idea of the basic game 
concepts, and subsequent chapters 
therefore make sense more quickly, 

First the rules property cover 
character creation - one of the most 

appea'» n 3 P arts ^ the s y stern 
Whereas in most games, players roll 
dice to randomly determine character 

abilities, in Fantasy Hero there's no 
element of luck whatsoever, Instead 
players create a character with 
exactly the skills and abilities they 
require by spending a certain number 
of character points, Each 
characteristic [intelligence, dexterity 
and so on) has a certain baste score 
which' a player increases by allocating 
points. The total-points-cost depends 
of both the level of the increase and 
the usefulness of the characterise 
purchased. Thus to buy up dexferiry- 
a crucially important factor in combat 
- by a single point costs the same as 
increasing comeiingss (physical 
beauty) by six points. 

Character points can also be used 
to buy skills (such as riding, medics) 
ability- knowledge of exotic 
languages), combat abilities (skills 
with particular weapons such as 
crossbows or dubs) and knowledge 
of magic spells. 

Exactly the same system is used to 



allow PCs to progress with 
experience - after a successful 
adventure the referee awards players 
a few more character points to allow 
further skills to be bought, But what if 
the initial total of character points is 
insufficient to create the type of 
character you'd like to play, for 
instance if a wizard needs to buy 
several expensive spells? Either other 
less important characteristics can be 
traded off for additional points, or one 
or more disadvantages are imposed. 
These are the most entertaining part 
of the generation procedure, and 
range widely in seriousness and 
consequent points value. For 
example, a character may choose to 
be hunted and thereby gain from one 
(occasionally pestered by the village 
btacksmith for an unpaid bill) to 13 
(fanatically pursued by an entire 



minimum of fuss. Starting characters 
can have impressive abilities in limited 
fields but have to make sacrifices 
elsewhere - a wizard of any note is no 
use at fighting, for instance. This 
means that cooperation between 
characters is of vital importance from 
the start. 

The skill system is both elegantly 
simple and of sufficient scope to 
cover almost all situations, All actions 
are resolved by a roll on three six- 
sided dice. The score required for 
success (to pick a lock, seduce a 
princess, decapitate a troll or 
whatever) depends both on the 
circumstances and on the character's 
skill in the relevant ability. The combat 
resolution procedure is novel and 
easy-to-use, with characters being 
able to perform a number of actions 
each round as determined by their 
speed, the faster characters being 
able to act sooner and more often. 
These are rules for the effects of 
exhaustion and knockout blows as 
well as the usual hit point type of 
damage, so a fight with fists and feet 
is more likely to end in one combatant 
unconscious, whereas swords and 
bows usually kill. 

Fantasy Nero is a generic system, 
intended not for a specific fantasy 
world hut rather to be tailored by 
referees to suit their own preferred 
setting. To this end there are no great 
lists of equipment prices or pages and 
pages of maps or monster 
descriptions. Instead the book 



The skill 
system Is 
elegantly 
simple yet 
covers all 
situations 




Fantastic tour, this muffi's crop includes St*« Person'* ^l«tetf #***lc F B r,t**y 
supplement and a duo from flames Workshop 



H*ro , a Star Wan 



goblin clan) character points. 

Other disadvantages possible are 
physical or psychological limitations 
(ranging from a slight limp to 
blindness, mild claustrophobia to 
suicidal overcmfidence), distinctive 
looks and more. The combination of 
the free choice of abilities plus 
suitable rJisadvarrfages makes it very 
easy to generate exactly the sort Of 
character you wish to play with a 



includes enough details to give the 
referee guidelines, examples of some 
common types of monster such as 
giants and skeletons and some pages 
of advice on designing and running 
your own campaigns. From this basis 
the rules can be adapted to any world 
you like - even the magic spells are 
desigrwd to be created by referee and 
players to suit themselves. The 
flexibility of the 3ystem is reflected by 



72/116TGM TK 009:8-88 



ROLEPLAY 



a 



n 



the lact that Hero Games have 
produced a number of other products 
using the same basic rules adapted 
for totally different settings Justice inc 
is a Twenties RPG. Champions a 
superhero game and Danger 
international is modem -day 
roieplaying. 

mis is little-known system certainly 
deserves more players. The rules are 
very dearly written and attractively 
presented, and the game offers 
wonderful opportunities for referees 
who are prepared either to develop 
their own background material or to 
spend a little time customising 
adventures intended for other 
Systems. Well worth tracking down! 



IN BRIEF 



Games Workshop's Power Behind 
The Throne (£999) by Cart Sargent is 
the latest release in the Enemy Within 
series of adventure modules for 
mrhammer Fantasy Rofepiay 

They have kept the sturdy. 
attractive hardback format of recent 
releases, but the adventure's style is 
somewhat different, Whereas 
previous scenarios in this series have 
tjeen fairly typical action-packed 
mysteries with rather linear plotlines 
floe linear on occasion - things can 
get awkward for the referee if players 
Umnk of courses of action the 
designers didn't anticipate), this 
adventure is a more opennanded 
political thriller. 

Set in the city of Middenheim, the 
adventurers become involved in 



political machinations arising from 

unpopular new tax laws until 

eventually, as the title suggests, they 

confront the sinister mastermind who 

has manipulated events to his own 

ends. It takes place against the lively 

backdrop of Middenheim's Carnival 

Week (including the legendary 

Blackpool illuminations), and the book 

contains an appropriate array of 

attractions to amuse and divert 

players. A city map is included and, 

most importantly, details of a large 

number of non -player characters, 

interaction with which forms ihe 

backbone of the adventure. An 

unusual scenario with a greater need 

for referee and player skill than its 

predecessors - should be a lot of fun. 

Also from Games Workshop is 
Warhammer Siege (E 1 2 99) : details of 
fortifications, siege engines, 
tunnelling and much more for siege- 
based battles in both Warhammer 
Fantasy battle and GWs popular 
Warhammer 40,000 futuristic 
wargame. Lots Of pull-out reference 
sheets and maps plus an introductory 
fantasy siege scenano complete what 
should be a useful package for 
miniatures wargamers looking for 
something a little different from the 
standard pitched battle. 

Lastly, I was very pleased to note 
the appearance of the Star Wars 
Campaign Pack {£6.95} from West 
End Games, the first adventure 
supplement for the wonderful Sfar 
Wars roleplaying system. Rather than 
offer adventures worked out to the 
last detail, which are fine for 
inexperienced or overworked referees 



Carl Sargent's 

latest Is an 

open-ended 

political 

thriller 



but offer less fun per pound on the 
whole, West End have produced the 
supplement in the form of a campaign 
pack - background material, non- 
player characters and maps for a 
particular setting combined with a 
number of short adventure outlines 
giving plots, which can be modified 
as the referee wishes into a complete 
adventure suitable lor an evening or 
so of play. 

In this particular pack the 
adventures are all based around a 
rebel group known as Reekeene's 
Roughnecks as they make life a 
misery for Darth Vader and Co in the 
Fakir sector. Five outline adventures 
are included, one of which is also 
worked out into a luily- detailed 
scenario. Also in the pack is a four- 
page booklet of upgrades to the 
onginal rulebook, comprising 
principally a minor but useful 
reworking of the combat system, a 
stand-up screen covered with 
reference tables, a large map of the 
Long Shot (the PCs 1 starship) and 
some counters for use in the Star 
Warriors boardgame to represent the 
new ships Introduced- 

Dcm't expect reams of background 
detail though - the philosophy of the 
game's designers seems to be that 
providing star charts and planetary 
maps for a game of such huge scope 
would be an irrelevance, and I think 1 
agree. It only takes a little work for a 
referee Id flesh out the necessary 
details, and the material ottered is 
much mora generally useful as a 
result Recommended for all Star 
Wars players. 




COMPETITION 
RESULTS 



MSX-II 
COMPETITION 

Nlghtdare Computers had a 

marvellous Philips 8220 MSX-II 
computer as first prize, and 
Konami offered copies of 
Saiamander to the 20 runners-up. 
The gama titles (left to right) were: 
Harness U. Metal Gear. Vampire 
Killer and Usas. And the winner is 



Adrian De-Temllle, Beds LU2 
7DH While the runners-up are: 



MIM flIW, Cfwahi™ SKB *MP t KN1*«li 
Ouaara. MWdkWW HMflTQi PiM H«m. 
HanU RG2* BSS; HD Ruatcm . Weal 
Midland* M2HHH; Jsunai Hmman, 
Mfnchrtttf MIOflHV: fi W-mr. EM™ 
SS1S 5HGl B*n Dod.cn. MtiWfiWt L62 

JuiUn Orantham, &V*aBI.12UHl P*w 
Andrww, London SE209eJ; TTiomaiLirpeli. 
Birmingham B13 7LR; Paul B*tiaf*«L. 
Mlrtafi iKayna* t*W11 INS: Jahfi Hainan, 



W *«**!*• WFfl, JEN : DaM*d Puhait, 
W Yoriu HD34DL; Mark lllngworth, Law* 
l_Si« 7LY; Howard dynrt, TV™ » W*w 
NESS 66C; Andrew Hurtrtay. Co Dirtmn 
DMA QPP; -to Pens, Ch#*H*r» WA1* 2NO; 
Scott Maikl*. Scotland ML3 9TT; Shun* 
RaaA Oudtay OY2 ORZ- 

HELLO SAILOR 

A day out at sea on a moderr 
warship, courtesy of Electronic 
Arts for five winners and a chum or 
parent goes to Steven Dawson, 
Lanes BBS 7NH; M Mitchell, Hull 
HU9 3LP; Chris Garbutt,, Essex 
5S13 1 RR; Richard Clayton, 
Clwyd LL22 7UQ and Simon 
Wiles Hants P07 6PR They got 
theanswers right: 1 } HMS Ludlow, 
2) 125.7 metres, 31 Sidewinder, 4) 
17V&. 

TGM PARTY 
HEADQUARTERS 

We wanted to create a top 
software chart, and three voting 
winners, drawn from the hat, each 
receives software vouchers for 
E50. They are: AR Fuaaey, 
Leamington Spa CV31 1 HG; 
Derek Wong, Surrey CR4 aEB 
and Wayne Learoyd. Leeds LSI 3 
4EH. The resulting Top 1 
Software Chart can be seen 
elsewhere on the page 

BATTLE OF THE 
PHASERS 

To e*lebr*te l»»r Tag-th^ 



gam* — GO! offered an all- 
expenses-paid day out in 
metropolitan Birmingham to 
attend a Lazer-Tag battle, as well 
as g ivi ng a way copies of the game 
and a Lazer Tag set The answers 
are: \) Stariyle, 2) Worlds of 
Wonder. 3) Compact Disc player. 
The winners are: 

JonaWan W«l*m*, OJoa Qi-T MM; Jotm 
Shollc-w, Ola* OLS3 3DA; Rtjbml Coaaar, 
HwUpnlaW™ MMBHF; *n*fnwy Bynft 
Wof E* B*P 1 JP; Mafic Bafcar, Htrmtnjham 
BSS 9UW: David filchan**, Worca O^lO 
2UE Oa*W rtatfnar. ftadditch B*T M.Yi 
Cmifl Talbot. Woici DT11 BIP; Mar* 
Mlllincnip. W P*dljincl* DY3 2PF: Wayna 
Haywood, StourtxkiBa elfa * TJ - 



TOP TEN 
SOFTWARE 

As voted by THE GAMES 

MACHINE readership. This is not 
a machine chart, we went by title, 
although some games are 
obviously only available on 
specific machines - so Lhey did 
very well" 

1 Barbarian 

2 Ikari Warriors 

3 Bubble Bobbie 

4 Wizbali 

5 Gauntlet 

6 Renegade 

7 Buggy Boy 
BLastNinja 

9 Defender Of The Crown 
10 Out Run 



TGM TX 009: 8-&8 73/116 



II 



•L 



f 



d called Dragon's Lair. 



|H 



Both TV U 
possibi*. TV 



put IS 

if ough Hie 
location js 



weird, variety of traps and creatures as he progresses ever ffames cgn ^ held of] 1he l2 ■ are linked together), ihe single 



^=d 'adventure plot, but what made the game ^£«£2^ 
stand out were the extraordinary cartoon graphics and the The eaote connect 
presence of a laser disc player within the cabmet 
Thp pictures were created and 



. at ttm h0ttds of tt*$ Lizard K 



of anex-Walt Disrwy graphic art* na*a rendered the short pause 

- their standard is very high, unnoticeable 

During the game the player is Nol surprisingly, home 

required to perform the correct compuler versions we e 



succeed through encounters. At 
key moments m each scene, the 
laser disc displays a sequence 
based on the player's actions, with 
good of bad results 

Dragon's Latr wbs revolutionary 
in >ts use of a laser disc as a 



, 



games; Dr&gons Uitr and its 



*9iU&) Ki^MMitll 



Castle - both games met w<th 

moderate success. Wo* 
Micradeal has created an 

experimental system using the 

Dragon's Lair laser disc, a disc 






r 



ilrn the fruits of I .ur have now 

^SrXrS azalea computer come to Ugh. following en 

would consider luxury. There were intensive period of playlestmg ana 

short intervals for laser disc debugging 



74/116 TGM TX 009 8-88 



FUTURE 1 



THE GAME TESTED 



used to reviww > c*" T~ 
Amiga Philips CM&S33 monitor tor 
photography 



to fin the k- 

menus are used to operate th ^ I 
system. < 
can be selected — 
is the beginner level, Kmgnl 
intermediate and Lord the most 
difficult level: the number of lives 
. ^ i ij.fi n &H +j-* nnq threes 

I or five- . 

in difference between 

r driven version and 



the arcade machine is the form of 
mteraclion that takes place. ^Word 

mput is rec 

instead or 

action. The level of word unput 

increases with each skill I" 

Vassal level a single \ 



The earlier rooms only require 
one command to pass through 



actions in a set sequence 



oftheencournera': 

The laser disc player used to 
review Journey into The taw was a 

1-11 i ri_T7fVl althi 



conventional players D 
connected up and used, through 
the configuration software. To use 



t; its ■nlciJ ^jJiii^L 



The system 



The graphics and sound in Journey ffita the U/r are straight from the 

arcade machine, and as such cannot be faulted. Interaction between 
S pteyer and laserdisc player is a little rough, the action ,ust*ops 
and then oauses await™ your input. However, the pause does give 
tou ime SK? wWch if iw fairer than the lightning^sl demands 
CuS of the arcade machine. As a result it becomes more of a 
Sole choice adventure than arcade action game. And like all 
multSe choice games, it doesn't take tong to exhaust its possibilities, 
nflrtirulsrlv if vou've olaved the arcade machine. 
P SlfoTtoCch encounter are inconsistent in the, r logic, leading 
to the use of the haphazard trial and errgr methods for playing. 

Had joystick control been possible, .1 wouki have increased 
e nk>vment adding a lot more appeal and challenge, but John Symes 
SSKfflS m* laser disc player reaction time is not y« quick 
enouih For all its cost, the controlling software is primitive, relying 
on tSf Gem environment to run the laser disc and only Dp**** * 
med urnTesolution mode (despite booting up into low resolution.} As 
m£S* iSSrt Microdeal are to be congratulated for their market 
^noSeness. as a game, Joumty -rnto rne Lair ■* P^ «** to 
money, for all its amazing graphic ^d sonic qual.tes_^imayweH 
lead the way to the future, and Microdeal will have helped that come 
about. 



1^111'^ !«■ «. .^-r--. — ™ — 

Lord levels bring in verb-noun 



Who's buying? 



iade, the machine scans the disc 



jump UEFT, not quite in the mf ocom 



^es the game away from the success sequence. , « 



Sound ftndgrwpr 



Perishing Dirk 

Depending on the encounter. 

lo 12 possible actions 

displayed, only one action is 

correct, selecting any of the ott" 

leads Dirk to a very nasty d 

sequence. The situation diet 

what action is logically correct, 

although in some encounters logic 

becomes a secondary factor to 

iyck. Certain killer screens are 

those where it is impossible to 

iudge what would happen next. 

the correct solution o«* 

appearing the most dangerou 

illogical. At any time during 

input phase, the game status can | 

be saved to 3.5" disk, storing 

ss through trial *ne* «nw 




brings to light the possibilities of 



reasonably debatable, he replied. 

■ product is not aimed at 
ne in particular, but obviously 

be going into a a specialist 

a . , . either that or someone 
who spoils their kids rotten" ' 

But isn't the real problem the 
fact that not many homes have a 
laser disc player? How many have 
been sold in the UK'? 

Roughly 50,000 units, but mast 
of them aren't interactive, the mam 

Ibuik are the cheap £70 versions 
that were sold three years ago 
Though .there are new interactive 
versions coming into the country 
i year, currently available m the 
lies and doing well,' 
Which makes for a small user 
base to sell to. So how are sales of 
the package going? 

We've been shipping Journey 
To The Lair since May - mainly on 
retail basis rather than going into 
e shops. Actually, we are 
•»asantly surprised with how it's 
Iling. But then the project has 
been a kind of a experiment, an 
— iventure of our own.' 
Uke all prototypes. Journey into 
ie Lair paves the way for future 
ystems. Unfortunately, Microdeal 
are not considering expanding on 
the system through additional 
laser discs, although they are 
working on an icon-driven 
interactive video language which 
could explort the technology used 
in the Lair system. 

Laser disc and ST software 

Interface cable £t9.95 
Jisc player C4O0-CSO0 



Interestingly 
enough . . . 

A Dragon's Lair arcade machine I 

can be picked up from around 
£495. depending if it is working 
or not . . . According lo David 
Piper at coin-op specialists 
Deeth Leisure. ' Laser players are | 
real trouble, ' 

TGM TX 009:8-8875/116 






PLAY BY MAIL 




THE GAMES MACHINE'S regular 
Play By Mail column 





This month we dirontcle a popular Jade 
Games strategy PRM, but first a steamy 
It's A Crime report from that Big Apple 
over the Atlantic, as the TGM B-Team 
pours gasoline into beer bottles 



ew York, New York {so good 

Nthey named it twice} is a 
mean, tough city with nary 
an apple tree in sight. But 
through KJC's It's A Crime. 
you can join in the street-littered. 
proto-Cyberpufik fun without 
getting truitju ice down your front. 
We've got parallel action going 
on here; the TGM A-Team's bid to 
dominate the New York chasms is 
on hold because of space 
limitations, but never fear - the B- 
Team r controlled hy our shoot* 
"em-up supremo Robin Hogg, has 
taken the plunge in a different 
game, 

His gang began in predictably 
aggressive fashion. One Pro and 
two 'Cruris were sent into an 
adjacent block and by uncapping 
a fire hydrant, flooded the street, 
doubling the gangs territory. At 
the same time a Punk and two 
other 'Cruits made judicious use 
of MolOtov cocktails to take over 
that block as well. A fine start 
indeed. But there was a setback- 
Less successful were efforts to self 
street dope, and buy suhmachine 
guns at art ■insultingly ' tow price. 
Once the gang does manage to 



get some heavy firepower, 
however, watch out! Its expansion 
rate could grow even raster. 

A meeting with a former gang 
leader has emphasised the 
problems Of trying to knock a gang 
off early - even rf you win, he told 
them, it could easily leave you 
fatally vulnerable to another gang. 
Alternatively, playing safe - not 
one of Hogg's problems - could 
mean the gang failing to build up 
the resources necessary to survive 
the long term, 

Reports in the New York City 
Post mdtoate arson is the favourite 
method of most gangs at the 
moment, including the tastefully 
named 'Yorkshire Rippers' - 
please send any complaints to 

KJC! 

Next month, we will have reports 
from the streets on both learns, 
though playing different games. A- 
Team leader. Nik Wild, says, 
'Robin's gang will never survive, 
because he's a suicidal nutcase.' 
Robin Hogg, meanwhile, claims 
Nik hasn t a chance, his gang's too 
old and deaf; that's why they're 
called the A-Team : ' What was thai 
you said? Eh- Eh ... T 



THE CHRONICLES OF 'THE 
KNIGHTS OF AVALON' 

Jade Games 



competition games being run with 
TGM's sister magazine CRASH, 
the winner standing to receive a 
hand-built stone castle - albeit 
only to cubic feet big. The actual 
game itself includes 100,000 
locations and has a special 
internal mail system to encourage 
communication between players. 
There's even a bimonthly 
newsletter carrying readers' 
announcements and details of 
occasional pub meetings. These 
help players by allowing trades to 
be arranged, which can take place 
over thousands of miles. 



In the drive to gain yet more 
territory, longboats may be 
required . which m ust be carried by 
armies. Care should taken - if 
abandoned rn cities, longboats 
can get broken up for firewood! 
Other important orders allow 
armies to be disbanded, H lost or 
proving too much of a drain on 
resources, and for forces to be 
transferred between armtes and 
settlements, 

The most important part of the 
game, however, is probably 
combat, in army-to-army combat 
you divide the number of your 





Besides being recommended by 
some Poste Haste readers, this 
game has wgn awards as the 
second-best new game of 1987 



and third-best strategy 

tactical game at a recent 

convention. 

There are even 



and 

PBM 



two special 



Each player begins the game as 
a relatively powerful knight, the 
lord of a province measuring 
10 x 10 squares. In this province 
you can place a city, fort and 
temple. To build more settlements 
other provinces have to be taken 
over. Armies are the principal 
means of achieving this; five of 
which are supplied to every player 
A key demand of the game is 
keeping track ol where your 
armies actually are - it's perfectly 
possible to get lost and have to 
disband the enemy, To move an 
army you write '10" - the number 
of the army movement order - the 
name of the army's general , and 
up to 'four compass directions. 
Alternatively scouts can be sent 
out to search for armies and 
habitable provinces Further 
armies can be created, like 
buildings, at a cost of a few 
Tallons. Armies have to be 
maintained, though, and money to 
do this comes from buildings or 
settlements which are defended 
free of charge by their own 
garrisons 



platoons among five boxes 
representing centre, reserve and 
flank forces A similar format is 
adopted m attacks on settlements 
Occasionally useful in such battles 
are power cards which can be 
given by game entities and traded, 
or obtained by achieving a special 
position in the game. More 
generally trade is used to earn 
money to payroll yet more 
expansion. On the whole trade 
items are an investment which 
grow m value as turns go on. In 
play the game is. in fact, relatively 
simple compared to something 
like New Order. 

The startup pack is tree, with 
turns costing 80p for 7 orders and 
additional orders are I2p each H 
you want to play, contact Jade 
Games. PO box 54, Soufhsea, 
Hants, P05 fTD As with Darfr 
Blades turns are processed on an 
Atari 1040STF- 

We, on the other hand, can be 
contacted at POSTE HASTE, THE 
GAMES MACHINE, PO Box 10, 
Ludlow, Shropshire SY3 1DB. 



76/116TGM TX 009:8-88 



Move over BROTHERS! 1 1 Make way for . 




>4 



' a 








"This is 

one of the most 

addictive arcade adventures 

I have ever played, the game play is 

fabulous." 

Zzmp Gold Medal. 

"Having been totally addicted to the 

original Super Mario Bros., it is no 

mean feat to say that I found 

the Giana Sisters as 

compulsive."' 

C+ VG. 




Where 

one famous 

double act stopped short, 

another begins. Headbutts and 

demons, platforms and pits - all 

delivered with a glamour and style 

that neatly disguises the cunning 

tricks and tantlllslng terrors 

of a couple of wild 

cats. 





>• 



^^ 



* ••f*fa 



A TERRIBLE 

TWOSOME WHO'LL 

STOP AT NOTHING TO SEND 

YOU OCT OF YOUR MIND 




CBM 64/128 - £9,99t, £11.99d 
Amstrad - £9.99t, £l4.99d 
Spectrum -£8.99t, +3£11.99d 
Atari ST -£19.99d 
Amiga - £24.99d 



** Arts 






QOI Media Holdings Ltd., * dhtotoo of U.S. Quid Ltd. 
Unit* J/3 notford Way. ttolfofd, MimLnsh™ »6 7AX, Teh 021 3»S 3388 



COMPETITION. 



When you're on edge and tfmto 

SCREAM!"^ 



is get tough . . . 



Thay say in space no-one can hear 
you scream - but play Alien 
Syndrome the hottest arcade 

conversion to come Irom A**, the 
Softer international/The Edge 
arcade-act ion label, and you'H hear a 
d lerent story 1 

,4Jiert Syndrome bit me af cades last 
year, a resounding success because 
c4 its detailed graphics, giving birth lo 
traditional hordes of marauding 
aliens The game has already bean 
converted lor the Sega console, but it 
is the hon>B computer versions which 
really capture the magic arid 
esccftement of the coin-op original. 

At/en Syndrome's action is set in 
five space stations, viewed from 
overhead, overrun by geneiic 
expanmentstbat weni wrong - aliens! 
They've caplurad scientists and sat a 
time bomb to bkow each level apart. 
Enter and defeat them, fail and 
scream yourself to death. The 
conversion is as accurate as possibte 
for each computer, maintaining the 
high graphical standard and immense 
pliability of its arcade counterpart. 
In short, its great 

So then, now do you fancy getting 
one for free, from Ao#? Of course you 
do, and how about winning a unique 
singing alien hat? Can you stand it? 
The singing al«n is really a baseball 
hat equipped with a built-in radio and 
headphones lopped off with a swish 
Alien Syndrome logo. The hat is part 
'of the first prize along with a copy o< 
the game on arty of its formats 
(Spectrum. Commodore 64/ 12B t 
Amstrad CPC, Alan ST and Amiga). 
For 25 runners-up Ihar e are copies of 
the game toe- 
To wm one of the priies spot ail TEN 
differences in the pictures batow, cut 
out the coupon, nil in your name, 
address and required format and send 
it to ALIEN SYNDROME COMP, 
THE GAMES MACHINE, PQ&ox *0, 
Ludlow. Shropshir* SYS IDS, All 
entries must reach TGM HO by 
August 18 and entrants must also 
ab«Je by the competition rules as 
detailed in the masthead or be fad to 
the green wobbly monsters on Level 
;One. 



Stick a singi 
alien on your 
and groo» 
ACE an EN 

SYNDROME 






Win a singing 

hat, and Alien 

Syndrome for 8- 

and 16-bit 

formats 



r 



j\ 






/? 




PICTURE B 



*-^l 



PICTURE A 

Name 

Address 






Computer owned 



Postcode 






Novice or Grand Master, 
choose the Ultimate in 
Chess Software - Sargon III 



*-M 



o 

< 




Sargon [11 is the result of over 21 man -years erf development. It will 
play at precisely the level of difficulty tor simplicity 1) you need. It 
will give hints, takeback moves replny for you -it will even chcinp' 
sides. Sargon III contains an opening library of over 6S,U0O opening 
moves, and it stores over 1 00 Classic games in Chess History. In the 
US, it has won the PT World magazine Microcomputer Chess 
Tournament And in field trials on 6502 and 68000 -based comput- 
ers, it has beaten its main rival, Chessmaster 2000, 

If you have never played chess before, Sargon Ill's manual will take 
you from the fundamentals, in a spec! ally -com missioned section 
from the US Chess Federation. 

And if you are a Grand Master, Sargon 111 will rise to the occasion 
- it's beaten a Chess Master rated 221 w 






b % d » t q ki 



ji b c d w ' n h 



LOGOTRON 



Sargon HI will be available at £ 19.95 for Commodore 64, Atari 
(8-bit) on disk, and £24.95 on PC, Amiga and PC 



SARGON I 



THE ULTIMATE IN COMPUTERISED CHESS 

Logotron Limited, Dales Brewery, Gwydir Street Cambridge England CBl 2LJ Tel: (0223) 323656 




TGM TX 009:8-6879/116 



CONFRONTATION: 
COIN-OP 



With Robin Hogg, pictures by Cameron 
Pound and thanks to Alan and Avril at 
Sunspot, Manchester 

SLOT NEWS 



TAtTO is rapidly becoming 

unstoppable with the 

revolutionary 3-D racing game 
Continental Circus Already the 
largest European order ever has 
been made for it and 
llectrocoln. one of the UK's 
larger amusement machine 
manufacturers, is beginning one of 
the biggest ever production runs 
for a coin-op. A full report next 
month, 

Data Eaat. lacking a real 
success since Kung Fu Master - 
the game responsible for 
spawning plague of beat-'em-ups 
on arcades, consoles and home 
computers - could recreate thai 
success soon with Dragon Ninja 
soon on general UK release. Some 
extra elements make it worth a 
look. 

SNK will soon have Chopper 1 
and Gold Medallist in the arcades 
to take your money. The latter 
game is just in time tor the Seoul 
Olympics and will bnng back all 
those (painful} memories of 



Hyp&fSports, Track And Field and 
joystick waggling. Most events 
have been seen before, such as 
swimming, 100m sprint, discus 
and long jump, but events like 
boxing and high bar are new. 

In the States, Atari has a new 
video game titled Toobin. It's a 
race game set in a tube moving 
along a river, with missiles and 
crocodiles to avoid and gates to 
negotiate, It looks likely that the 
game will reach the UK by the and 
Of the year. 

Finally we move north to 
Britain's Number One place for 
entertainment: Blackpool. The 
famous Pleasure Beach there has 
recently opened The Avalanche, 
the first bobsleigh run in the UK. 
The massive ride has taken a year 
to construct and it's now ready in 
time for the summer season. One 
million-plus visitors are expected 
to use the ride this year and we'll 
take a further look at it in a future 
issue of TGM, 



P47 FREEDOM 
FIGHTER 



Jaleco 

rom all the coin-ops this 

month , this two-player aerial 
|p shoot -'em -up gave me the 

most pleasure. It doesn't 

have particularly 
outstanding graphics, the sound is 
Hoggs pick Ot thm month: splendid graphics, tvrid action in P47 Freedom 
fkjhlw 



kept in moderation and it doesn't 
break any new boundaries, but its 
simple, great fun to play and cash- 
drainingly addictive! 

Over northern France, one or 
two Allied fighter/bombers fly 
above enemy-occupied regions, 
dropping bombs on guns, tanks 
and enemy positions, while 



shooting down oncoming 
squadrons of bombers, missiles 
and fighters. Strains of Nemesis 
emerge in the capsules left behind 
by destroyed waves of enemy 
aircraft. The now-standard {ie 
unoriginal} end-of-level 

opponents include a long train 
armed to the proverbial teeth with 
guns and antiair cannon, a 
hideously large Tiger tank, 
behemoth bombers and other 
multiple- hit s-required enemies. 



P47 Freedom Figntefs 
attraction lies in its simple shoot- 
em-up nature, if there's any 
justice in this world, the game will 
be a resounding success; unlikely 
though, because it doesn't have 
flash graphics, built-in hydrauiics, 
speech and, most importantly, it 
isn't produced by Atan, Taito or 
Sega. Nevertheless, I'll be going 
back to rl agai n and again as it ' s an 
enpyabiy unpretentious coin-op 



AffitKt action against *™> might 9* tfw anamy navy 





VINDICATORS 



Atari 

Vindicate: 1a, to provide 
justification for r lb. to 
maintain the existencs of, 
1c. fo uphold- that's what 
the dictionary says, but 
Atari's latest machine is more 
vindictive than vindicative. 
Once again they have taken 



ideas from their own ancient 
machines and written a hit game 
around them. Reworked this time 
is Battlezone, the tank controls 
and general game idea having 
worked their way into this 1 98-8 
version. Atari have taken the 
futuristic, eye-catching cabinet of 
Xybote and replaced the controls 
with paddle-like steenng 



80/116 TGM IX 009:8-88 



ARCADES 




mechanisms for tank movement. 
These take a little getting used to 
but Batttezone veterans shouldn't 
have any problems. 

Viewed tram above, one or two 
players control a future tank 
progressing through three zones 
in space stations scattered 
throughout the galaxy in a bid to 
find the exit before the fuel runs 
out. Three types of enemy tanks 
are out to stop the Vindicators. 
three types of gun turrets spin 
round and lock onto the tank to 
blow it away, grid runners, electric 
poles and homing mines also 
appear in later zones. 

There's a bonus screen at the 




C&iTihining Xyt>< 

n a fan's Vindicators 



Una E3BT.ll k 



find of every space station, in 
which the tank has to get out in ten 
seconds before the station 
explodes. Fuel and bonuses can 
be collected here but don't hang 
about! Once through, it's onto the 
next station with wall guns to 
avoid, lava chasms to cross, more 
complex station layouts, less fuel 
pods, more tanks and other foes. 

Keys open doors to the next 
level, fuel lies scattered around 
each zone and collecting stars 
gives the player resource points 
with which the tank can be 
customised at the end of each 
zone a la Xybots. Resource points 
can be expended to buy increased 
shot power, increased shot range, 
tank speed, extra shields or a 
turretygun rotation facility - you 
can face one direction and fire in 
another, tricky to control but well 
worth forking out the resource 
points for. 

Despite usual Atari presentation 
- excellent sound, high-quality 
graphics, striking cabinet design 
and excellent speech - the actual 
game is shallow. 



RALLY 
BIKE 



Taito 



ecome an endurance motor- 

Bbike rider in Taito"s latest 
vertically-scrolling motor- 
bike racing game'. Hflfly Bike 
is played through five cities, 
along the seaside straights of San 
Francisco and Los Angeles, onto 
Phoenix in Arizona, Boston and 



F-1 DREAM 

Capcom 

hile we wait for LED Storm, 

W Forgotten Worlds and Last 
Duet, Capcom fill in with 
this racing game. It's the 
Grand Prix season and in a 
Formula One car very similar to 
Nigel Mansell's Williams, you 
participate against computer- 




is* small formula One car aitotrs 
Tor more actv&n manoeuvrability 



driven cars on four mulfiway 
scrolling Grand Prix circuits seen 
from overhead. 

A qualfication lap establishes 
your starting grid placing. Once in 
the race, turn on the turbo and 
work your way through to first 
position and keep there. Hairpin 
bends, the other cars and rapidly 
worn tyres pose race problems, 

F-T Dream doesn't aim to be 
anything above its station: the 
gameplay is addictivety simple. 
the graphics are more functional 
than overwhelming in detail, so's 
colour and animation. In fact, the 
game is visually very low-key, 
What it does have, though, is good 
payability, with simple controls 
(although the lurbo buttons 
combination is awkward to 
achieve at first) and generally a fun 
atmosphere pervading the whole. 




TJw overhaad Grand Prix circuits of Capcom'a F1 Drwm as tf» start gets 
under way 



eventually through to the 
alleyways and freeways of New 
York. 

The Rally Bike, viewed from 
above, wends through each city, 
white trains and trams charge 
straight at you, trucks try and bash 
you off the road and bikers swerve 
sill over the place. Typical Sunday 
driving really. A helicopter flies 
overhead dropping crates 
contai ni ng bon us it ems; a turbo for 
the bike, boost score and attached 
guardian bikers on each side of the 



Dodging be twaan rwo trams on thair lines - ftatlay Bike 



vehicle protecting the bike from 
hazards along the route. Fuel is 
perpetually drained. Stopping off 
at gas stations tops up the tanks, 
but knocks you down a couple of 
places in the race. 

Rally Bike noes along at a 
sensibly moderate pace, the 
length of the screen together with 
the small bike gives freedom of 
movement and sufficient warning 
of obstacles ahead. This all 
changes for the worse with later 
cities, less and less room is 



' Fill "«r up. and make II snappy I 



available on the roads, the rival 
bikers get faster and the road 
layouts get worse. On the Los 
Angeles section, a truck taking up 
the entire road proves almost 
impassable, but the contmue-play 
option solves this otherwise very 
awkward, unfair problem. Ralfy 
Btke sports some slick, varied. 
nicely defined graphics, great 
presentation together with easy- 
to-get-mto, simple gameplay, 
Taito certainly know how to inject 
life into their coin-ops. 




COMPETITION 



WIN A 
MASSIVE 

SWATCH 
WATCH! 

and more Swatches 
and games! 

perfectly timed prizes from 



OG©Gi 



Time will never stand still for you again once you're 
the winner of a massive Swatch watch courtesy of 
Ocean - unlike the four adventurers in Ocean s 
epic arcade adventure quest Where Time Stood 
Still written by Denton Designs. Reviewed this 
issue. Where Time Stood Still proves to be 
another winner from Ocean, coming m at 95 ft 
(paqe 45). 

The game details the adventures of a quartet \ 
who after a disastrous pla ne c rash , fi n d themselves » 
stranded on a remote Himalayan plateau - where 
time stood still. The barren wasteland is inhabited by 
prehistoric creatures in search of a man-sized snack. 
The object of the game . . ? to get out ALIVE1 « 

Where Time Stood Still is graphically reminiscent of VB 
Denton Design s's earlier game, The Great Escape, with a ^ 
multidirectional scrolling landscape in monochrome^ 
Tyrannosaurus Rex, pterodactyls, swamp creaturesand many 
other prehistoric foes make up the monster pack in Where Time 
Stood Still due for release on Spectrum 128K and A an ST 
Forget about the creatures for a moment and conce ntra e : on the 

lueshons below - they could win you a giant Swatch Watch Wall 
35* measWng almost seven feet in length. The clock >s part of the 
first prize along with a wrist-sized Swatch and a copy ' «* Where 
iime Stood Still on either Spectrum 12BK or Atan ST. For five 
w£nd£ri» winners there's a Swatch and the game; ten runners- 
up each get a copy of the game- Send your entries on a P^ardor 
the back of a sealed envelope along w.th your gjress-£g «*J ' 
forget to state which computer you own -to WTSS COMP, "it 
GAMES MACHINE, PO Box 10, Ludtow, Shropshire SYS WB to 

arrive by August IB. 




t 



1 A stitch in time saves . . . 
what? 

{a} lime, (b) nine, (c) putting the 
cat out 
\ 2 At the beginning of Where 



Time Stood Stitt, which 
character takes charge of 
the stranded passengers? 
(a) Jarrett, (b) Jarett, (c) Jarret 
3 Which of these titles was 



not written by Denton 

Designs? 

(a) The Great Escape, (b) 
Frankie Goes To Hollywood, 
fc) Magnetron 



For comparison: ttw wriat-wttd 
Swatch and the Sv**tett Clock 



82H16TGM TX 009:8-88 



BOARD GAMES 



GOING RIGHT 




Trouble is brewing down under, there's a 
mutated spider in space, tour world- 
powers are hunting for microfilm and 
you've got to kiss the belly-button of the 
player to your right. There Is no cause for 
alarm, It's lust another Installment of 
boardgames . . . 

EVERYBODY NEEDS 
GOOD ONES 



As we go to press, Scott's 
newspaper serial has 
caused Des and Daphne to 
separate, white turning Mrs 
Mangle into a nervous wreck 
- and Charlene has lost her job. 
Meanwhile, Rosemary has 
discovered that her mother, Helen 
Daniels, is having an affair with her 
fiance . . . 

Sound familiar? Its Neighbour? 
-pinnacle of daytime television. At 
last a boardgame has been based 
on the ups and downs of the folk in 
Ramsay Street - so now you can 
involve yourself in Neighbours 24 
hours a day. 

The game should bo in the 
shops as you read this, Released 
by Crown & Andrew* {Brit Quiz 
and Dare), it features all the soap's. 
Characters. The aim of the game is 
lo travel around the board building 
up a script with action and script 
cards, manipulating the ptot with 
every move. 

■The beauty of The Neighbours 
Game,' say Crown &Andrews r 'is 
that you don't have to be familiar 
with the TV series to play; although 
it does provide slightly more 
entertainment value if you know 
the basics of the programme.' 

The Neighbours Game is 
priced, at £11.99 and we'll be 
reviewing il next month. 

Random House the giant 
American book publisher, recently 
entered the toys and garnet lipid 
with success, and is now turning 
to the UK market. The launch 
product. Qvizard. combines a 
traditional general knowledge/ 
specialist quiz game with an 
electronic umpire (looking like a 
mutated spider) complete with 
flashing lights and buzzers, Having 
chosen aset of questions from one 
of three books of ascending 
difficulty - Wizard, Champion or 
Master - the players compete to 



answer questions either by hitting 
a buzzer before the electronic 
umpire designates time-up or by 
being buzzed to answer, Quizard, 
which should appeal to all ages, 
sells for £22 .50. 



ESPIONAGE 







Espionage Ltd, £12.95, 2-4 
players 

rigmally devised in 1964, 
Espionage is rereleased this 
summer. As well as being 
treated to a massive 
dose of marketing hype, 
conversions for all major computer 
formats is in hand by Grandslam 
Entertainments - check it out at 
the Personal Computer Show 
f Earls Court, September 16-18.) 

Espionage is a strategic spying 
game in which opponents look to 
attack each other at every 
opportunity, and become Master 
Spy. To achieve this acclaimed 
status, players must pick up one 
or all tour rolls of microfilm placed 

r 



—I 



team comprising Si* couner 

agents, four secret agents and two 

surveillance agents. Defence and 

attack elements are earned out by 

the surveillance agents, while 

couriers and secret agents 

manoeuvre the microfilm, All three 

types have different movement 

patterns (similar to chess pieces) 

and Hdw to use them to the best 

advantage is learned during play. 

Attacking other players is a 

relatively simple operation - if in 

line with a member of ihe 

opposition and there is a free 

square behind it, an attack can 

take place. Money is handed out 

at Ihe beginning and as you 

eliminate opposing players a cash 

reward is given, similarly a reward 

is given for retrieving the microfilm. 



The winner is the first person to 
collect all four microfilms or the 
player with the most cash when all 
four microfilms have been 
captured. 

The verdict 

There are no dice involved in 
Espionage, it's purely a strategy 
skill game - only to be played 
when your mind is in gear. The 
rules are dear, intricately 
explained and include diagrams 
describing sets of classic moves. 
Espionage witl take several games 
to get to grips with as players learn 
to make situations work to their 
best advantage, but having 
mastered the basics, there's a 
fascinating and enthralling game 
to be discovered- 



ICEBREAKER 

Brainless Games Ltd, £19.95, 4 or more players 



S 




Espionage comes in from (ft* coW 

at the centre of the board and 
return to their base camp. 

To accomplish the operation 
players each have a 1 2-stromg spy 



am Lai and Anne Powell 
devised toeoreafcerlast year 

as a spontaneous idea to 
save a party from falling 
apart at the seams. Now 
with a grant from the Department 
Of Employment, they are 
marketing it through their own 
company. Brainless Games. 

The rules are incredibly simple- 
they have to be for a drunken party 
game - and entertainment is the 
aim, On the throw of a dice players 
travel around the board following 
the instructions on the squares as 
they land on them. There are 
penalty sections - 'Take a drink' 
appears regularly, as do forfeits, 
The forfeit sections instruct the 
player to take a green, red, blue or 
yellow card and carry out the 
instructions printed thereon. The 
forfeits range from sticking five 
coins up yer bum (with clothes on) 
and walk! ng the length of the room 
to suck on a baby's dummy 
(provided in the packaging). By the 
time the game is in full swing, 
players are hopefully sufficiently 
intoxicated to make it immaterial 
how silly the forfeits are, Be 
warned, some of them get very 
personal . . , 

Scoring points is achieved by 
performing the forfeits, the winner 
is the first one to top 2,500. As this 
usually takes two-and-a-half 
hours, a smaller win score can be 
decided on at the beginning. 











"*># « - 







A party g^mm tor tonp (at* nigMs 

The verdict 

Well packaged, Jce&reafcarcomes 
with ail the essentials you need to 
play it: the dummy, a length of rope 
(?}. tape measure and toenail 
clippers. The board is sturdy so 
there's no need worry about 
spilling dnnks over it. If has to be 
played as a late-night party game 
when all concerned are in the right 
frame of mind, fcebreafcar ' s 
immense fun and an original and a 
daring product which has been 
well put together - it comas highly 
recommended, trom Ludlow party 
goers. 



TGM TX 009:8-&883/116 



MAKE MINE MSX 




he Japanese are not noted for fast one-line answers, 

T Instead they observe, retreat, think and do lots of sums, 
consult with upper and lower management, and only then 
cautiously stick a toe in the water. The initial launch of MSX 
in the United Kingdom was a similar process. 
The system as v ™ know .s well- thoughts about the UK market Only 



Easy-tim* rhythms from 
M$X irtatstro Jon Bates - 
and ye*, he staes ptft his faat 
up on the furnilvra at hewrw 



thought out. Programs are usually 
stored in ROM cartridges which slot in 
the top just like games consoles, The 
big thing is that rt doesn't matter what 
make of MSX you have, the program 
runs on it. The set launch period was 
Christmas 1984 and there was a fair 
amount of pre-launch publicity 
surrounding it dating back to the late- 
summer of 1983. ' Fourteen 
manufacturers all committed to the 
same standard ... 64K RAM . . . 
32K ROM . . . uses Micro Soft 
extended basic . . . ' etc. The only 
notable question mark was that ihe 
machines were still using the ZBO 
central processor which many felt not 
to be a step in the right direction as it 
was already quite old and had been 
superseded in the micro market {Clive 
Sinclair was Quoted as saying that 
MSX froze technology and software 
Where it would be more profitable to 
look ahead".) 

Anyway as the launch date neared 
it was easy to spot that most of the 
manufacturers were having second 



three main manufacturers had pushed 
their campaign past the point of no- 
retum on the runway and were 
committed to take off: Toshiba. Sony 
and Yamaha, Since this is the music 
page and not a history lesson it is with 
the latter \ shall concern myself, 

No easy rider 

In turope Yamaha are known 

pri mari ly for motor bikes and secondly 
for musical instruments. Looking at 
the company prospectus - the global 
issue that is- a rather different picture 
emerqes Motor bikes are only a minor 
part of their operation. Like many 
Japanese corporations, they have 
spread sideways and are really in the 
business Of leisure commodities, to 
which end the manufacture of 
instruments fits m very nicely, not to 
mention the skis, golf clubs, furniture, 
yachts, holiday centres, and even 
hotels and bathroom suits [a rep from 
a rival company once told of the 
symbolic ioy he experienced 
whenever he used the bathroom in 



"The CX5 

' sound quality 

is probably the 

best from any 

computer still" 



one of their hotels!) 

Mr Yamaha started off 101 years 
ago as a manufacturer of a type of 
harmonium {a pedalled wind- blown 
reed organ) and it was only during the 
Fifties that they got into electronics, 
Now they are the world's largest 
manufacturer of musical instruments 
and [ust for the record the last three 
years has seen them move 
significantly i n the U K with a take-over 
of what was their original agency 
outlet, the opening of a company shop 
in London, the take-over of one of 
Britain's oldest and best known 
manufacturer of drums, and 1 would 
guess future expansion into actual 
assembly and manufacture over here. 
Computers fit well into this structure. 
First reports from the Japan 
computer fair of March 1964 even 
caught the UK agency on the hop. 
which lead to one amusing phone 
conversation I had with one of the 
directors who was trying to conceal 
his lack of information by quoting from 
the very same article that I had in front 
of me. The model emerged as the CX5 
and made its appearance in October 
of that year. Basically it is. of course, 
(ust the same as all the other MSX 
machines, and has 32K for you to play 
around with. However, what it had, 
already bolted on underneath, was a 



84/11 6 TGM TX 009:8-88 




MUSIC 



Yamaha 's CXSand CXS 

Mkll- the sound 

quality is ptobabty ifw 

bmst from any computer 

SOW 



! 




to output when using the full potential 

ot the FM chip. To use both Ml Dim 
and out meant that you couldn't 
access the FM chip. Come to think of 
it. why on earth sell a MIDI -equipped 
computer with separate non- 
compatible keyboard, other than to 
paper over a large crac k m the design ? 
Without any extra cartridges, you 
could call up. (by the rather obvious 
command of call music), a resident 
music program that turned the 
keyboard into a self-accompanying 
instrument. Sounds were chosen 
from an internal memory of 46 voices 
which, on reflection, are not the best 
examples of FM programming l have 
come across. It had routines that gave 
you auto bass lines plus chords and 
could record what you performed into 
the memory However the drums for 
this function were taken from the 
standard MS* sound chip and so 
were atrocious in comparison with the 
FM voices. Quite frankly I wish they 
had not bothered. 

Let's have a look at Yamaha's ROM 
cartndge software, Throughout 1 shall 
be quoting the catalogue numbers as 
often this is how they are quoted in 
adverts. Another point to remember is 
that only the programs that start with 
the number '5' or '3' are disk- 
compatible. 




tone module, known as an SFG01 , 
Inside this were an FM chip and a 
ROW program. 

The FM (frequency modulation) 
Chip was Of the same sort that 
powered the smaller DX synthesisers, 
using only four operators to create 
sound rather than the six on the DX7. 
However it was multitimbnal. This 
means that it had the ability to make 
more than one sound at the same 
time. More of this later, To complete 
the package, you got a plug-in. 
keyboard with a port not unlike a BBC 
printer configuration, MlDI-in and 
MIDI-Out ports, and stereo left and 
right outputs. This was a first, the only 
computer to have these built in at the 
time. 






No joke chips 

This package of CX5 plus keyboard 
and software was launched with a 
starting pnce of a staggering E599. No 

disk drive or printer, Educational 
establishments were quick to pick up 
on its enormous potential, and the 
CX5 sound quality is probably the 
best from any computer still. Well it 
would be, as many micros still use a 
joke chip for internal sound. 

Looking back, the original set-up 
had some odd quirks. The MIDI was 
(airly dumb as it would only allow yau 



No swap for beer 

First of all is the step-time program 
called the Music Composer, This has 
appeared in two versions and the 
Mki has the prefix YRM 101. the 

Mk 2 being YRM 501 . Mk 2 has a few 
refinements but essentially they are 
tha same beast. 

For me it is the best step-time 
program that I have ever worked with, 
For anyone who has a bit of musical 
knowledge it b a doddle to work with 
as all the commands are musical 
terms and 1 found that if 1 wasn't sure 
I could nearly guess the command- 
Step-tiirw is a pain at the best of 
times, but this does have a rather 
clever idea in that if you want, the note 
entry can be a one-handed operation. 
You hold down the note you want on 
the keyboard and the cursor on- 
screen runs around the note values; 
release the note when the cursor is on 
the one you want and the note 
appears on screen. You don't even 
have to have a keyboard because the 
notes can be entered from the qwerty 

keys. 

The program commands up to eight 
monophonic lines simultaneously, all 
with individual dynamics and accents 
using the internal voices. Sounds and 
MIDI channels can be changed with 
the frequency of socks and it has lots 
of memory- saving repeat and return 
signs, just like real music - musicians 
have always been super idle when it 
comes to putting pen to paper, The 
rub is that the screen only displays 
one line at a time and m practice that 
means that more complex 
compositions have to be sketched out 
first. As well as the 46 voices residenl 
m the tone module you can load up 
another set of either your own or 
professional making. 

Accessing these is always a bind as 
the program numbers the new voices 
consequently from the resident set: 
' Er . . . add 48 to 48 and work out 
what new voice 23 is now'. {There s.^ 
48 voice slots but in the resident 



memory the last two are reserved for Ths gort-nwhin? 4w«. of 
mer y ,, A , ,„ hfi riiw-fivPmd Music Composer - rrw best 

some now never-to-be-discoverea , „ r0fl ™m 

future application'. One nag factor •*« SM P Vf " e P"*™ 

with this program is that the pnntout is 
rather tiny: a high-res screen dump 
which does nothing tor real priming of 
music and is pretty well novelty value 
only. Nonetheless, I wouldn't trade 
mine in tor all the beer in Lud low - well 
almost. 

No exaggeration 

In the original package of programs 
there was a rather strange program 
called Music Macro fYRMl04 and 
YRM504) which was supposed to 
enable computer whiios to write 
music in the form of a program. In 
practice this program stayed on the 
shelves of the dealers as it was really 
tar too slow and besides which, the 
CX5 was marketed through music 
dealers who round it as much use as a 
handbrake on a canoe. 

The real fun starts with the voicing 
program (YRM 102 and YRM504) for 
the internal FM chip. For the first time 
you could see the FM. system 
graphically displayed with sideways- 
on bar graphs. I could never 
understand why they chose this - it 
would have made much more sense 
swi2*ed through 90°, as you could 
then see the sound envelope as it 
should be. Also available was the first 
program: anywhere for voicing the 
DX7, fYRM103) using the same bar 
graphs but spread over two pages to 
cram all the information in. 

Nowadays I have voicing programs 
■coming out of my ears - well let's say 
that quite a few float into THE GAMES 
MACHINE office - but it would be no 
exaggeration to say that despite the 
age and the fact that these were 
pioneering programs, they are still 
very easy and simple to use. Quick on 
,he heels of these were the DX9 
voicing program (VRMIOS), RX drum 
machine editor (YRM 302) and DX21 
voicmq program (YRM305). 

Yamaha al so scored with one of the 

first MIDI recorders to hit the mass 

market with the catalogue number of 

YRM 301. Although quite simple in 

comparison with the 16-bit programs 

like the Steinberg that are now 

commonplace, ifs certainly worth 

having. I still find it a useful toof and 

one that I can configure material on 

very quickly. The quantization is quite 

basic, but it does have an easy 

graphic display and punch-in and out 

features coupled with editing that 

make it quite a bargain at its original 

purchase price of £35- It's mouse 

compatible, chains files and sections 

of songs and supports the disk 

interface as well as cassette. 



14 Music Coi 
poser Is the 
best step-time 
program that I 

have ever 
worked with" 



; 



TGM TX 009:8-8885/116 




No keyboard notes 

Yamaha launched a follow up to the 
original CX5 with 1 2&K of memory to 

go at. It was named with a remarkable 
lack of originality the CX5 Mk II (not to 
be confused with MSX-II.) All the 
original programs ran on It but there 
were also revamps of the step-lime 
composer and the voicing program 
was now contained in a third slot 
under the front of the keyboard and 
could be accessed at any time. 
However, due to the memory 
configuration (the Yamaha MSX 
system?) many MSX games and 
utilities would not run on this machine 
and Yamaha had to refund money 
when users complained of the 
CX5 Mklls lack of compatibility on 
what was supposed to be a 
compatible system. 

The Mk 2 had vastly improved MID! 
capabilities with in and out running on 
pretty well full strength so that voices 
loaded could be accessed via MIDI 
and the step-time did not require the 
dinky keyboard to enter the notes as it 
would accept MIDI in. The musical 
improvements were mainly due to the 
upgraded FM module, the SFG05. 
The most striking difference was its 
ability to respond to MID I- in (hooray) 
and to be able to split and layer voices. 
It was velocity- sensing and also disk 
compatible. The disk drives were a 
formidable price - about C250 - and 
to make matters worse used a non- 
standard interface plugged into one 
of the two cartridge slots on top of the 
computer. The good news was that 
you could buy the tone modules 
separately. Most MSX machines, with 
slight adaptation, could be used with 
the module. All you did was make or 
buy a small interface board which in 
affect was a male-slot-to-male-slot 
convertef. 

Because of its improved MIDI 
capabilities, the SFG05 acts as an 
expander for any MIDI set up. It's a 
very cheap way of getting into MIDI 
and FM sounds if you already own an 
MSX machine. The most suitable 
machines for the expander module to 
bolt on to are the Sony 'Hit Bit' and 
the Cannon V2G. Others can be 
adapted, but they require a little more 



Bott-on MiDi, »*n on th* 
underside at th* CX5 



fiddle and bodging before the module 
interfaces, and then it may be 
balanced at a precarious angle unless 
you opt for ribbon connectors - the 
superior solution anyway. If you are 
linking ol doing this. OQrt&tCl 

Yamaha. They may be able to sell you 
me interface board - to get it to work 

you do really need to know which slots 
connect to which. 



"Yamaha had 

to rotund 
money when 
users com- 
plained of the 
CX5 Mkll's lack 
of compatibil- 
ity" 



No stock left 

And now for the bad news. Yamaha 
no longer supports MSX. With the 
demise of MSX- 1, Yamaha decided to 
pull out of MSX, at least in Europe. I 

have several spies who assure me that 
they have used Yamaha MSX-II 
systems in the Far East; I believe it 
may even have the name of CX7. 
Certainly they have some system, but 
it doesn't look like we shall see it, 
(Rumour has it they are stitching up 
deals with software houses, mainly for 
the Atari, which will apply to some of 
their more exotic products. 

Howeuer, the second-hand market 
for the CX and tone modules is quite 
healthy and represents a very low- 
cost entry into both MSX and music. 
Armed with a higlighter pen, 
telephone plus a few appropriate 
second-hand columns it shouldn't 
take you very long to track one down 
around the £150 to E200 area. If you 
already own an MSX machine, you will 
also see tone modules floating to the 
surface for really silly prices - they 
weren't that expensive initially, about 
E7Q - so get looking. There are still 
dealers with unsold stock on the 
shelves too, and they will gladly get 
rid of it at less than cost price now. 
Don't bother to phone Yamaha to see 
if they have any MSX gear left in stock, 
Ihey haven't. 



No lack of software 

Other Yamaha software that you may 
come across includes educational 
programs such as chord finders for 
keyboards and guitar, chord 
progression teachers. 'Playcard' 
readers - that's the music that has a 
magnetic data stnp attached to it for 
"easy play' learning - and an auto 
arranger which is somewhere 
between a write-it yourself tune 
package and an auto accompanier in 
the manner Of a single keyboard. 
Some of the later software also 
supports a mouse, 

There are voice programmers for 
the DX series, rhythm pattern 
programmers for the RX Drum series 
and quite a few tapes around with 
voices for the CX FM chip. 

Independent software is still 
available There are 8- and 16-track 
MIDI recorder packages from DMS 
who also have other goodies like 
expander cartridges as well, 

There am various 'off-the-shelf' 
sets of voices for the CX5. and the 
seal of approval certainly goes to the 
set from Moscow Music, which for the 
sum of £1 7.99 gives you 432 different 
sounds arranged in groups: 
orchestral, synth sounds and 
conversions of the pick of voices from 
the DX range. Generally a few sounds 
are not usable, but I would single out 
the analog voices in the synth section 
as being particularly lifelike and 
having a warm depth about them that 
usually is not associated with FM 
synthesis. If you intend to buy one set, 
go for these. I would also suggest that 
you could try Sound on Vision as they 
also market a reasonable tape ol 
voices. 

There are other programs available 
to enable you to formulate these into 
usable libraries. There Is also a rather 
interesting bi-timbral program call 
Bltz which lines up voices into libraries 
but also allows you to layer sounds 
and detune them rather in the manner 
of the more expensive DX range. All 
configurations can be saved- 1 should 
point out that most of these 
applications are available on tape and 
sometimes disk, However for disk it's 
better to have the CX5 Mk 2, 

The official line Irom Yamaha is that 
they were forced to stop importing the 
CX senas of computers because of 
the demise of the MSX system in the 
United Kingdom. However, it's 
certainly worth contacting them for 
they run a newsletter X-Press which 
will keep you up to date about what 
software is still available for the CX 
series It is interesting to wonder what 
will happen should MSX become 
firmly established as a games format. 



Me*t month: a ratum to normality 
with reviews of voicing packages 
and a composition program of 
exceptional intelligence known as 
ft* 



For further information on MSX and CX software contact: 

Yamaha Kemhle, Mount Farm, BiotchteyMK! 1JE, S 09O8 71771 

DMS, 182 Witmatcw Road, Heatd Green, Cheshire SKS 3BQ, » 061 406 

4799 

Moscow Mustc, 29 Ferguson Avenua, Gravenend, Kant DA125LX 
Sound On Vision, 1 1 3 Bonchurch Road. Brighton, Sussex BN23PJ, & 
0273 6877059 . __, 

Bltz - available through Yamaha or from D Pearee. 9 Lansaowne Court, 
Lunsdowno Gardens, Ramsey, Hampshire SOS1 OFB 



86/11 6 TGM TO 009:9-88 



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8 



Ul 
f* 

Ul 

5 
5 




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Q- to in 

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p CO eo 

jj £■ *j O y OF 

^ Je It £ in 

c 1/1 in f= il- 











Gismos and sinister- looking black boxes 
are only part of the confusing range of 
add-ons for anyone who wants to spice up 
their home-grown videos. Some are 
ludicrously cheap and effective, others 
horribly expensive and practically 
useless -it takes Mel Croucherto sort the 
sheet from the goats 

sk you rse If this bef o re y o u invest in a ny video add- 

Aons: is your purchase going to enhance your work 
by tarting up the visual image or is it going to ruin 
it? I was watching The Singing Detective last 
night, which has won every award going. It is visually 
superb. On replaying it, I listed the following video 
techniques: number of cuts, 306; number of fades, 
three; number of wipes, zero; number of camera 
special effects, zero; number of zooms, seven; number 
of scrolls, one. In other words the greatest impacts 
were achieved by simplicity. For most of your needs 
you can forget about vision mixers and distracting 
effects - what you need is a simple cable to copy short 
scenes from a camcorder or a VCR to another video. It 
doesn't matter what sort of connecting plugs your 
machines happen to have: all leads come in a choice 
of two types, an extension lead or a copying lead. The 
extension type passes a signal from a pin at one end 
to the same pin at the other, but the copying lead 
mirrors the signal. It sends signals from Audio-ln to 
Audio-Out and Video- In to Video-Out, and this is the 
type you want. 




YUPPIE ACCESSORIES 



In the world of computing, It's difficult to know whether to laugh or 
cry sometimes when I come across the sort of accessory dreamed 
up by an enthusiastic woodlouse. tn videoville things, are much the 
same. 



JESSOPVARI CUSHION, £16.95 

What a natf idea! A whoopee cushion for camcorders! Looking 
like a giant enema, this rubber inflatable ia supposed to act as a 
rest for your camcorder in 'unlikely situations'. You pump it up 
until it gets nice and squishy, plonk it on the nearest 'unlikely 
situation' (a dwarf, spiked railings, a spiked dwarf?) and support 
your camera in its mobile embrace. I have always found a tripod 
does the j o b very we II , or t a ili ng that a s im p le device that yo u can 
usually find just below the head which t will call 'the shoulder'. 

LONG REACH ' STEADY READY CAM'. £39,95 

A highly effective wobble-eliminator, for mobile camera work. 

This one wouldn't seem out of place in a sen shop window; 

designed to hug into your neck and grip your breast, it offers 

hands-free support tor most camcorders. Nice idea, tacky name 

though. 

VIDEO ANORAK, Cherished Videos, £24 95 

Designer raincoats for camcorders, what will they think of next 
(wellies for your tripod, funeral services for dead battery packs)? 
These made-to-measure camera coats only leave the lens and 
eyepiece exposed, which is jolly useful for all you out there who 
can control your machine's wee buttons by telepathy. W you want 
to film in the rain, save yourself grief and nearly 25 quid by doing 
what I do - wrap the damn thing in clingfilm! 



VIDEO TITLERS 



1 



Many camcorders now have otvboard titling facilities, but they are 
limited in scope and once the titles are superimposed on video you 
cannot erase them, which causes problems in editing- Fortunately, 
titling is very simple when you use add-ons. 




SUfERIMTRD, Hall Video Productions, El 5.00 

Got an old 4BK/128K Spectrum knocking around? Then have \ 
got news for you. This cheap little lump of software is bloody 
marvellous! Titles in four different fonts, fade or wipe of text 
and/or graphics, scrolls, spirts, dissolves, auto timing, come on 
now! For 15 quid this has got to be a bargain, 

VIDEO TITLES 64, HRW Ltd, £39.99 

Even better news if you possess a Commodore 64. this video title 
program is smooth as Bob Monkhouse in butter. Complete with 
a cable for direct video connection, it offers variable scroll 
speeds, instant cuts between titles, and a choice of 16 colours, 
but the fonts are very limited. Mind you, any half -decent 
programmer can do wonders with it. Compared to the 
extort iona te pri ce s ask ed tor cl ip-on tillers for ca mc orders, both 
this and the Superintro utility are excellent value for money, and 
a doddle to use. 

fJAUEfl VTC-1 000 CHARACTER GENERATOR, £316.00 
Four type fonts, scroll, 20-page memory, curtain and fades. Yes 
folks, for an extra 300 quid, this does everything that the last two 
do, Which way to the funny farm? 



88/11 6 TGM TX 009:8-88 



TECHNOFUN 



TAKING THE MIKE 



In my recent survey of camcorders, one problem cropped up time 
and time again: c ruddy sound. The whirr of the zoom -servos, 
intimate sniffs and swears from the camera operator and the 
omnidirectional built-in mike picking up everything but the sound 
you really want. Unidirectional mikes are the answer, the type of 
plug-m device that looks more like a cattle-prod covered in a foam 
sheath. 



!, The Widescreen Centre. £39.50 
Vou get what you pay for, and while this looks like the mikes 
listed below, the sound quality is poor. 

AUMO-TECBMICA 9300 ■ SHOTGUN', £55.35 

Complete with a converter for general purpose use, foam 
windshield and sexy pistol grip, this mike focuses in en sound 
sources a bit like a zoom lens. Audio quality Is acceptable, but 
nothing to write home about 

SONY ECM-KTZO, £7330 

An electret condenser boom mike, with three settings for narrow 
beam, uni and omni. Pinpoint accuracy up to about 50 feet, with 
a very good dynamic range. 

SEMMBSER ME-S8, £142.00 

Oh yeah! I mean, this is a superb piece of kit! Professional quality, 
broadcast standard results, and capable of picking up a sparrow 
fart at a hundred paces! If you are serious about location 
recording this is the mike for you. Even the carrying case is a joy 
to unzip. 



FADER/MIXER JUNGLE 



Ah well, if you won't listen to my comments about cuts being better 
than fades and wipes, you are welcome to waste your money on a 
host of machines that will transform your videos into a gimmick- 
infested buttock pain. 




MF «*3, ACT Electronics, £24 95 

No frills cheapo, no frills result. Fade to black, 

YPC-IBOu, Video Teen, £79.00 

It's been around since 1980, and I still can't fault it. Mind you, it 

only does one thing for your visual image: fade to black at any 

vrvAiiCO wcn-2044, £179.00 

Cheap and cheerful, with a pair of yummy Starship Enterprise 
fader levers, this machine would be fine except for one thing: 
there's no brilliance control. This makes it as useful as the 
famous knitted condom. 

VEO-Z0O0, Video Tech, El 35.00 

Highly recommended. Automatic fades to white or black, two 
dozen wipe patterns, an extra video output for duplication (and 
how sensible that is!), three- channel audio, and a nice robust 
casing. Simple and effective. 

VTVAMOO ifGR-3044, £279.00 

Four yummy fader levers this time, and the all-Important 
brilliance control too. With luck you may be able to hire this baby 
from your video shop. 

SAMSWVI-00, £499.90 recommended retail price, but discounted to £299.95 
Unlimited wipe patterns, window facilities, and a host of useless 
special effects labelled with the magic word 'digital'. You know 
those naff adverts tor local boutiques that you get at the cinema? 
They use stuff like this. 



ENHANCERS 



If you have video footage with perfect content but lousy definition, 
all is not lost. Video enhancers can cure sick tapes, or at least slap 
on a few bandages. Cheap they are not! 



VTVANC0 1044, £69.99 

Allows you to fritz about with the contrast and sharpness, with 
the useful addition of noise reduction when all those snow- 
patterns ruin the soundtrack. By using the bypass switch you can 
get a ''before and after' image by plugging in two monitors, which 
is very useful- 



JVC JK-C7, £270.00 recommended retail price, discounted 10 £225.00 

A combi-machine, featuring a video image enhancer, colour 
corrector and stereo sound mixer. The JVC takes images from 
two simultaneous sources ranging from clapped- out VCR 5 to 
video discs, and joystick control offers separate adjustment of 
the red, green and blue signal components. (The joystick is 
designed for butterflies, though, and the ham-fisted will find it 
oversensitive.} There's no memory or sequencer facility, and for 
this sort of money that is unacceptable. 






BAUER -60SCH VE0-200. £379.00 

What is the matter with these guys? A black box which does little 
more than alter colour, sharpness and contrast, plus a fade lever. 
J reckon you can get ail that for less then 99 quid simply by 
reading through this article, so where does the E379 price tag 
come from? Bauer- Bosch indeed! 



There is a state-of-the-art machine which is just zapping its way 
into the shops, but I ain't gonna review it! The Panasonic WJ-MI1D 
(£1,200) has on-board genlock. This means you can mix images 
from any source (computer, TV, videodisc, you name it) and then 
do almost whatever you like with the results. When we start 
getting into the four-figure bracket for add-ons, I reckon the 
whole field of camcorders is straying into pro-am use, and that, 
dear reader, is a very different can of worms. 



NEXT MONTH: THE FUTURE 15 NOW. In the Christmas edition 

ITGMQQ2), I predicted the future of satellite television in the UK. I got the 
manufacturer and the price right (Amstrad, £199, check up if you don't 
believe me). I got the maverick mogul right (Rupert Murdoch), (even got 
ihe size of the dish right {600mm). 

But there was one big cock-up in my crystal ball gazing: I got the date 
wrong, Cheap multi-channel satellite TV is not due in the next couple of 
years, it will be here in the next couple of months' Dates, channels., 
prices, programming, filth, smut, scandal, digitised pudenda all in your 
soaraway sizzling . . , er, urn, more technophilia next month folks. 

In the meantime there's filth, smut and scandal - well, at least the latest 
on satellite TV - In this month's TGrvJ news section. 



CON 



MHVF (Video Titles 64). Sandwich Road, Eastry CT13 OOP 

JESSOP (Vari Cushion), Jessop House, Scudamore Road, Leicester 
LE31TZ 

CHERISHED VIDEOS (camcorder designer coats}, 46 Moorfool Ave, 
Chester -le-Street DM2 3A 

L0NGREACH (Steady Ready Cam), Lower Bristol Road, BathBA23DW 

AUDIO-TCCHNICA ('Shotgun 1 mike), Lockwood Close, Leeds 
LS11 5UU 

ACT. ELECTRONICS (VAF Mk3) T Unit 7, Blue Lantern Arcade, 
St Cotumb Major, Cornwall TR9 6RR 

All other products mentioned are available from your local video 
specialist or direct from the big boys. 



TGM TX 009:8-8889/116 



CAPCOM 

COUNTDOWN 

November 1987, London: US Gold's 
offspring GO!, only three-months-old, signs 
with Japanese coin-op producer Gapcom. 
The licence deal costs GO! £1 .2 million for 
ten of Capcom's latest arcade games. 
Seven months on, Capcom and GO! have 
three exciting new games zooming 
simultaneously toward arcades and home 
computers . . . Richard Eddy reports 



When the Capcom deal was signed, a term in the contract 
stated Capcom would develop Commodore 64/ 12B 
conversions of their arcade games for the States and GO! 
could then produce any further conversions it wished, in 
fact GO! imported the first two and we saw what the 
Americans came up with in Side Arms and Gun Smoke- and we 
were not very impressed; in fact GO! didn't release the 
Commodore Gun Smoke in the end 
David Baxter instituted a policy change when he joined GO! as 

Product Manager, enforcing 




Baxter taking no gfiprieas on quality 



their option to develop 
British conversions in parallel 
with Capcom's American 
games. The first to go 
this route was Bionic 
Commando. UK version 
written by Software 

Creations, who converted 
Bubble Bobble. 1 wanted it 
developed in the UK so 
I could keep track of 
programming progress,' 

explains David 'I didn't 
want the risk of having the 
American version delivered 
only to find it of poor 
quality. I was much happier 
overseeing the production 
Of Bionic Commando here.' 
And as it turned out, the American version wasn't up to much, 
certainly not of a standard David was happy to release; Software 
Creations proved it could be done better and across all formats 
(see the ST review in this issue.} 

But, as David points out, there's an intriguing twist to the tale; 
The Street Ftgnter [reviewed this issue] project was an interest- 
ing one. Over here we commissioned Tiertex [authors of 720 s ] to 
convert it for the Commodore. Their brief was to make it as near 
as possible to the arcade machine - large sprites and scrolling 
backdrops - and they did. 

J However, over in America a different attitu de was taken - 1 hei r 
version of Street Fighter looked more like Yie Ar Kung Fu, with 
static backdrops and smaller characters. The two versions are 
both good, but are practically different games - so we'll be 
releasing Commodore Street Fighter as a double A-side with 
both UK and US versions on one cassette. 

The outcome of this experiment is that GO! now develops all 
UK conversions and then releases their Commodore 64/128, 
Atari ST and Amiga versions in the States. And this wraps in the 
three brand-new Capcom coin-ops- featured on these pages - 
to be released Christmas/Next Year, which should hit your home 
computer screens at the same time. 



90/11 6 TGM TX 009:8-88 




FEATURE 




THE 
HISTORY 

OF 
CAPCOM 



11 When you attack a 
large end-of-level- 
alien, the laser rips 

shreds from its 
slimy skin revealing 
its bowels beneath" 



Oiomc Commandos; Gapcom's 
most original? 



Now with over 20O game 

development staff and projected 

sales last year of £71.4 million, 
Capeom had a shakier start. The 
company was founded in June 
1 963 by Ken zo Tsu|imotO at a time 
when the arcade game industry 
was feeling the pinch at an acute 
downturn. From Capeom's 
headquarters in Osaka. Japan. 
Tsujimoto expanded to an 
American base in Sunnyvale, 
California- Like other coin-op 
producers, Capcom has had rts 
critical ups and downs; here's the 
list of five year s of hard effort . . . 

COMMANDO 

The famous vertically scrolling 
game which has been cloned time 
after time. Elite Systems produced 
competent conversions in 1985/6 

SECTION 1 

A shoot-'em-up which had little 
impact in the UK 

GHOSTS AMD GOBLINS 

One of the all -time classic platform 
games with many levels - 
converted excellently - again by 
Elite Systems - and soon to be 
released on the Encore label 

1942 

An only- average vertically 
scrolling shoot-'em-up with 
doddering planes ... the same 
applied to Elite Systems' s 
conversions 

SIM ARMS 

That two-player horizontally 

scrolling megablast. It's snaz in 

the arcades but not so hot on 
home computers. The Atari ST 

version is reviewed in this issue 



BWNIC COMMANDO 

Called Bionk: Commandos in 

coin -Dp form, the recently 
converted action/platform game ia 
probably Capcom'3 most original 

title 



?LRVER I 

U0 WE ?Mi 

■•-» & £? w 



IGH SCORE 
LUDQU 



Tim 





Tsujimoto: sh#ky atari 

GUN SMOKE 

Great fun in its coin-op format, but 
the GO! conversions were poor 
and the Commodore 64/1 26 

wasn't even released 



StMETFttHTtR 

Should be in the shops now on 
home computers. Street Fighter is- 
a playable beal-'em-up which 
packs a real punch 

IMS 

The sequel, which improves 
greatly over Its predecessor, will 
be released through GO' later ihis 
summer (now we await 1944, 45 
etc , 

BLACK TIGER 

A haek-'em-down through a 
multidirectional scrolling 

backdrop of lantasy worlds - 
currently undergoing conversion 

TIGER ROAD 

One of the biggest martial arts 
games ever. Playing Lee Wong 
you bash your way through many 
screens and defeat Ryu Ken Oh, a 
child kidnapper, The conversion 
will include five multiloads 



And of course LED Storm. Last 
Duel and Forgotten World, 
featured here. 



TGM TK 009:8-8891/116 



HUMOUR 






L~nr ri. bw -*r •^•(4 *^ 



f T^'W WEKE OHW r>€ Iff 
' f*Btr^ 1HAT 5M*W WHiTt NStrtC^T, 









MysS C+£K'. fWO- 




SEETUE USLK REMJrtlE*, flf 

LIFE MOW 1 . Th 1tt«*t! TUEKE 
ftaCft *eyiiA OUT TW£S£ ^*g 



— TN 



■rtourtD 



I Prt#i£ SP4D ftfUL 



ft*«mN& 




&tyte fri 1 ** Ht*i** 
Jut aFf- 







1Ufc«."s 5**E*C w tn* PWfiNLr 



■'>■ — ix 



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CAUT' fT'i G»*.„ T 
Etm^: BACKGROUND &*£f) 




# 




i> 



/ o 







92/11 6 TGM TX 009:8-88 




HOPPINGf 






eNTe SHOPPING 




IT'SFIMALLYGONETOHIS 

HEAD . ■ ■ 

This blue "baseball* style 
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$ SPECIAL OFFER 

| 

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THE BEST FROM CRLI 

We've lined up the best pieces of soft- 
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ACADEMY 

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BUDGET 
RANGE 

ORDER FOUR GAME S IH THE £ 1.99 
fiANQ€AHC PAY FOR THFrEf (ti.«7 
PA rWEHf T TOTAL! -ASA WWG OF 

ei.flffl 1 

OROErt fOUft GAMES iH THE £3 « 
RANGE AHD PAY FOR THREE (£B9? 
PAYMENT TOTAL) - A SAVING Of 
£2-99* 

JUST FILL IN THE NAME AAHJ PUB- 
LISHER OF THE FQU/t GAMES 
REQUIRED AND THE PA YMENT 
TOTAL OF £5.57*8.97 (OOH'T USE 
THE OFFER PRICE TABLE} 



THE MEGA 
CHOICE: 



^ 



APART FROM OUR HIGHLY RECOM- 
MENDED GAMES LIST, YOU CAW 
DflDEH ART GAME RELEASED BY 
THE MAJOR SOFTWARE HOLTSE 5 TO 
DATE ON CASSETTE OR DISK. 

OUR OFFER PRICES ARE VALID FOR 
ANY FULL -PRICED GAMES AND 
INCLUDE FIRST CLASS POSTAGE 
AND PACKING - NO OTHER EXTRA 
CHARGES 

LOOK UP THE PRICE OF EACH GAME 
IN THE OFFER TABLE, ENTER THE 
OFFER PRICES ON THE ORDER 
COUPON, THEN ADD THEM UP 
ORDERS FOR TITLES WHICH ARE NO 
L ONCER IN DISTRIBUTION WILL BE 
RETURNED: 

you will ee flEGyLAHi. r NOTIFIED 

OF ANY DELAYS CAUSED BY LATE 
RELEASES- 

SOFTWARE OFFER 
PRICE TABLE 



RRP 



OFFER SAVE 



4.99 


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From Sunday Sport to computer trade papers, 
Britain's press is blazing with lurid tales of 
'haunted 1 computers. And serious psychical 
researchers suspect there's no smoke withoOt 
fire. TGM has the facts in the cases of Messrs- 
Dawson, Hughes and Webster. 
Report by Barnaby Page *. 

-rtal happened at once. In the the wood of an old house. There was . 

space of ten days -late May, a neat printout from Norman, a 

eariy June - Fleet Street printout which Dawson still has (and 

caught on to the image of the which TGM exd usiveiy photographed 







The Wfarid) , finding trttllati ng tales in ' I thought the kids had been | 

the apparent paradox ot cold, around, but they couldn t 

contemporary high technology and been . . , they were with me. 1 . 

spooky, cobwebby spirits from And there was no file on it 

centuries past. which could have been accic 

But for David Dawson it started in printed, 

early 1984 when he loo*: his family For months, the Arnetradcoi 

away from the cramped, dirty city to to mystify the Dewsons, occa< 

the idyll of rural Worcestershire, to a producing an archaic word in 

rambting great house in the village of capitals onscreen - an effec 

Duniev to a garden alive with lovingly the combination of New \> 




■ I thought the kids had been playing 
around but they couldn't have D*WtfDaw«H*rrw 
been . . . they were with me; ««*«r m o fr- 

And there was no file on the disk 
which could have been accidentally 
printed. ^V 

For months, the Amstrad continued 
to mystify the Dewsons, occasionally 



<*. ■»- ^T ■» 



After ali, he must reason, it >s the ptace 
and not the computer #Ma 
affected by it; yet perhaps even a 
computer, a modem plastic et~- 
can bring the unexplained upon 
Certamly that is sug 
murky tacts m the a 



.Yet if any of what 
ons claims about 
^heAmatradPC1512 
came to inexplicable life 
"ied night could 
ttww first 'hi 



a*- *■- ■*■■*■ i. m 
'Ji'T.nti tl . 



Iwoughthe 
time through the Daily 

6 1988, which Manfred 



tended clematis and eampbire, to 
horses in the paddock beyond . . 
and to Norman. 

"The gins nicknamed it Norman.' 
recalls Dawson as fte discusses the - 
well, he wisely won't speculate on 
what rt could be, saying it's not 
causing any bother, we've accepted it 
and we've lived with it'. 

Accepted and lived with the way 
that "you can see something down the 
stairs out of the corner of your eye but 
when you look there's nothing there'. 
Accepted and lived with 'plants 
turned upside down in the night, 
electrical gadgets switched on when 
there's no-one there, cups in the 
kitchen which start rattling'. Got used 
lo the family collie avoiding certain 



shiver"). 



the combination of Mew I 
software and PCWS2&6 ban 
supposedly makes impossible- 
It happened every three or Tou 
months. As they settled into 1 
House, the family learned to thinl 
ot Norman - though now, of cou 
the Dawsons don't c*fl it Norman 
they call it Katheryne. ^ 

' Norman is a name that we dislike 
intensely.' 

And according to the Sunday Sport 
newspaper's interpretation when they 
published Dawson's tale in a short 
article this last May, they nicknamed 
their ghost Norman - but the 
computer message put them 
straight'. 

Dawson takes the newspapers 
macabre embellishments in good 



Dawsons ' spontaneous 



mm\\\>4 



train through London. 
member going about the 
taking business of 1 
sych.cai Research . 
Reporter Gilt Swain's tele of the 
Gained in Stockport, 
nester, had been give 
paragraphs and a humorous s 
"Things that go bump in the night 
mostly have a logical exptanatii.:.. '. 
began. But how about an unplugged 
office computer which glows and 
•groans' at typists?" 

Then , down the bottom ol the s. 
came the payoff; tf- 
the video tape 
gio wings' would bi 
Amstrad Computer Show in London's 
Alexandra Palace. 

The show started 
Casslrer arrived at the M us well Hill 
home of his colleague Morris Grosses 



W i mWm^mmM m 



With The Airtstmd magazine. 
The Daily Mail story had come from 



H 



Dawsons abruptly stopped taking 
Norman in their stride one day in 
November 1 905- 

An armful of a package anived from 
tne Dixons branch in Kidderminster, 
the local shopping town. It was 
Amstrad's latest high-street- 
sweeper. Ihe PCWB256 or Joyce', 
then out just three months. 

Dawson and his two children 
unwrapped ii enthusiastically. We 
were playing about with it, installing 
the thing in Ihe games room, installing 
New Word 2. We'd |ust about got the 
thing instated when mum called us 
for tea.' 



computer was on its own. 

■Then we heard the printer running, 
and that was it.' 

It this time was unmistakable: no 

scurry past the comer of the eye, no 

1 warp that goes creak in the night in 



publishing. 

News Editor Howard Sounes had a 
reporter check Dawson out, and then 
the two journalists livened up the 
seven- paragraph filler with a grim 
twist, saying Katheryne had been 
burned at the stake ('a bit of artist's 
licence', says Dawson). 

Another touch of colour in the story 
had some grounds, though. The™ 
really was a De Wyche family living 
near Dun ley in Droitwich (but not on 
the site of the Dawsons' home as 
Sunday Sport suggested), and 
Richard De Wyche was a local 
landowner, according to Dawson. 



scraps of the local past, enlisting his 
children's history teacher in an effort 
to find up more about Katheryne De 
Wyche. 

But apparently his interest wore 
thin. And he has now sent the Amstrad 



but Katheryne D* 

You wills*#mso 

will not hurt the*. 

Please do not often 

mean no harme to Vt . 

anyone living. 

My lyfe was short*, but 

happy on this spot, although 

my home was a house 

before this urtc 

/ "She saw a 
yellow glow 

from the 
machine and 



iaity 
edat 



jTr-2^^BBjUa2ilii 



magazine in Macclesfield, Cheshire, 
which claimed it had been 
iproached in January by the 
inamed architect* with a plea for 



r* ! ■ ■: tie ..t^im ■ 1 1 1 ■ i 'i-at . 



well used to handling readers' 
problems and took the phone with a 

sense of dejavu "l thought they had a 
problem running software'. 

And they did. of a kind -well, they 
had a problem with hardware which 
ran when it was unplugged, 

h The cleaner had heard the machine 
beeping and went to switch it off ' - 

. . . . ... * *J —Atl. 



staff told him. ' When she got there she 
found it switched off at the wall 

eek later, she saw a yellow glow 
from the machine and this time it was 
— led at the wall. 



9S116TGM TX 009:8-88 



ffl^f 



The cleaner was refusing to cteftn.' 
So Hughes lugged the Amstrad to a 
little-used photo studio upstairs at the 
teadquarters of Database 

Publications, unplugged it. and sat z 
wdeo camera running in front. Tha 
night he played the video back 
Nothing. 



The next night, nothing. 
For a month, nothing 

n. at the beginning of March, 
ipBngti at once Says K 
'sa sequence on the v* 
you tan see the marns lea 
ctearty rolled up With the 
s^wmg The power light comes u 
and it goes through its boot-up * 
ftire or six seconds o T SO Ms 

The Keyboard was disconnected, 

d Hughes had wen removed the 

ittenes. used to keep the PC's clock 

arid catendar r jnning 

For two long months the camt 
cOFtmuad its vigil, w*th Hughes fa^.- 
forwarding through one vidao tape 



Silent, stiH .impassive as the other 1 , 

spooled slowly through. 

j. _j r.l t _ ^ I J L^. 



e wild geese dan 
j no/izon, the image on 
screen - inanimate* ap| 
motion leas despite the rush 
fast-tawaiding tape - sui 
kicked mto life agafrUAffc» ' 

it happened about quarter to 
^You could see 
„ng across the screen 
j time there was txf *-' 
power 1»ght. - ^^U& 
The flickering tetters came and went 
quickly la be read, but (unlike the 
- on Oavid Dawson's screen} 
appeased to be' ordinary 
aracters. * jj* 
Mow the Amstrad Computer Show 
as approaching, and Hughes saw 
! opportunity for a press release. It 
S all fine hyp* for the showpiece of 
databases stand: the 'spooky 
machine' [News Of The World) as 
centrepiece, the video as illustration. 
It was there, in the shouting and 
[le of a busy show, that Cassirer 
the tape - which at the end of 
June he was still trying to get from 
Hughes, who had promised to send it. 
And there's the rub. Hughes &e"' 
> "I'm looking for a scienti 
explanation ... the bit about I'm 
going to call in an exorcist [in the News 
Of The World ) is totally untrue'. 

Yet without the tape and w" 
access to the architects, researot* 
are stymied. Cassirer, speaking amid 
his collection of Egyptian art and 
obscure books on spiritualism and 
clairvoyance, says: 'I'd very much like 
to interview the charlady [in 
confidence]. It's a very interesting 
tape. There's no explanation for it, 
supposing the facts are as reported, ' 
Supposing the teds are as 
reported lor Cassirer, Grosses 

and their BOO-odd fellow members at 
the London -based Society For 
Psychical Research, the facts and I 
even the people m the much earlier 
^aco rtf k«m tAtehstnr and John 



Bucknall are tantalismgly elusive 




e yvas 



ft 



■ I H] 



Disappearance 

Ken Webster was a teacher in 
Stockport, south Manchester - again 
- Who contacted the society three or 
four years ago (even the date eludes 



"Ken Webster 
claims his 
computer 
delivers mes- 
sages from a 



don of 

Brasenose 

College 1 ' 



T 'fi 



j*ohn Stiles, its Research 
tjnjsbh' Officer remembers that 'he 
reported these peculiar messages 
coming through his word processor ' 
Cassirer takes up the story: 'What 
Ken Webster claims is that his 
computer delivers messages from a 



Brasenose College. Oxford, ' 

Webster's girlfriend Debbie was 
herself a member of the society - but 
"the implication is that Debbie is sort 
of the medium of the case'. So the 
society's long-time administrator 
Eleanor O'Keeffe assigned the 
investigation to a local member with 
computer knowledge . - one John 
Bucknall, then working m artificial 
intelligence at Barda Systems in 
Uvefpool. 

For a while, nothing was heard. 
Then Bucknall gave Stiles a verbal 
report, and 'his view was that there 
was nothing paranormal about if 
says Stiles. 'He apparently conducted 
a number of tests, but what these 
were we don't know. * 

Then Bucknall disappeared His 
membership of the society lapsed. His 
old flat m Setton Park. Liverpool, was 
let out to a student He left no 
forwarding address, the post is still 
piling up. Friends describe him loosely 
• '. as 'working all over the country'. All 
TGM'S efforts to trace Barda Systems 
have fa iled 

And the society's first case 
involving computers came to naught. 
But 'Ken Webster doesn't seem like 
the kind of person who would play a 
hoax', insists Cassirer. Hoaxers are 
few and far between Inconclusive 
cases are the great majority. 
Obviously you don't want to say it was 
a spirit or .1 1 1 tt le man from Mars u n less 
"j want to look ridiculous. ' 

alysis 

s cynical is a necessary part of 

. . ,iriirrg these stories : and th ere are 
Inconsistencies in Dawson's tale as 
welfas Ken Hughes' press-released 
story 

Whan we first spoke to Dawson he 
said the computer was an Amstrad 
PCWa«12 - but the PCW8512 didn't 
goto market till March 1936- He spoke 
of a double disk drive, but the 
PCWB256 is a single-drive machine^ 
second drive is an add-on, which 
wouldn't have come in the package 
from Dixons). 

There are convenient 

inconsistencies , too. of the kind wh ich 
stifle attempts at corroboration. 

The lady who lived in The Red 
House before Dawson has died, he 
says, So has the local teacher whose 
help he enlisted to track down the 
historical Kgtheryne De Wyche., 
apparently - though none of the staff 
at The Chantry Secondary School in 
Mart ley, Hereford And Worcester, 
where the Dawson children study, 
could identify such a teacher 

And when we visited Dawson he 
said the computer itself is now in 
Evesham, Hereford And Worcester, 
with a client of his firm, 
DR Management Services - though 



the computer, 

Finally, slight scepticism arises 
from Dawson's report thai 
' occasionally it will throw up a word in 
Old English capitals': text was never 
written or printed in continuous Oid 



UNEXPLAINED 



English capitals, simply because il's 

Dawson himself advances no 
theory to explain the incidents - he's 
a businessman, not a researcher, after 
all - but offers the sensible argument 
that ' if you're a spectre trying to make 



spectre" 

Apart from getting his name m 
Sunday Sport, David Dawson would 
have had nothing to gam from 
concocting the tale; in the case of 
Database Publications, however, its 
newsworthy discoveries came 
conveniently close to a major show 
Cassirer I always find it a bit 
suspicious if they're too publicity 
conscious ') 

Ken Hughes's video tape would be 
as fakeable as Dawson's printout, and 
- most significantly Of all - Cassirer 
disputes I hat the computer's plug can 
be seen on (he tape In any case, it 
would be possible to fold one power 
lead neaily beside the machine while 
running another, hidden, to the 
wall _ . 

Moreover Hughes is cagy about ! 
giving loo much away, naturally 
enough, perhaps, because TGM rs 
published by a rival firm. And aa 
Cassirer says, generally people who 
have had experiences which they 
think are paranormal are rather cagy' 
hence the architects' request for 
anonymity? 

But he advances a theory of ' 
induced power: the architects' firm 
(which now has a new. well-behaved 
Amstrad! is near the perimeter 
controls of Manchester Airport, and 
American scientists have already 
produced equipment that will power a 
portable computer by picking up radio 
waves Vet could this power a 
cathode-ray tube display, which uses 
more energy than a portable's LCD'' 
TGM contacted all the architects 
we could locale near Manchester 
Airport, and alt seemed cheerily 
bemused by our strange enquiry - 
save HaJliday Meecharn Architects 
Ltd of Styal, Wilmstow, which has 
steadfastly refused to reply to our 
approaches by phone and letter Who 
knows what evil lurks on the 
Attrincham Road? 

Indeed, what is there to know? The 
Society For Psychical Research and 
its mainstays like Cassirer (also a 
council member at the British UFO 
Research Organisation) have toiled 
for more than a century at 
investigating spontaneous 

phenomena - that is, anything that's 
not a controlled expenment. And 
healthy scepticism is a tool of their 
trade. 

As Stiles puts it, there are so many 
things that can play up with 
electronics you've got la be very 
careful involving anything 

paranormal It's frequently a claim, 
but il's very difficult to rule out normal 
causes. ' 

Yet Cassirer recalls innumerable 
inexplicable cases of the traditional 
haunted house going electronic - 

i j. _ ■_ ■_ _ ___j ~tt .«. L .nn. 



common' And he draws a parallel 
with the sudden rash of reports of 
unexplained materialisations in the 
Victorian era 

" There are sort of fashions for these 
things . , , I've no idea why. ' 



TGM TX 009:8-8899/116 




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Pau> Cooper a' Thalamus on 07358 7728 1 

■ GILES ANNUALS Tories Number i a ro fl 
10. 14, l-S, 17, 18. 36, 38. Send Offers to: 
Robert Unas. The Last House, Gomer La"*, 
Gosport. Hart* P012 2GW 

■ Will pay CZOOforan A(an 530 STFM with W 
mag memory, drtve and mouS*. WIK pay £50 
far an Atan Monitor Tel: Dave 0292 $41 283 
efflnmgs. 



FOR SALE 



•Spectrum 49K 20 game* all CRASH 
Smashed , competition pro joystick and inter- 
lace, bo*ed wrtfi all leads. In excellent condi- 
tion. Worth over C320. VOurs tor only £125 
ono Ring: 01 733 5637 after 7pm. 

■ Amatred CPC 464 colour montior, £260 
games, Out Pun. Buggy, Mog 7 , HrtpaKs, etc, 
JoyeliOte. £40 mags Amtix. AA CSVQ, desk 
worth £30. Around C2S0. Fbng: 01 445 2735 
P_DfrdOA) tiler 4. 30pm 

■ Commodore 84. dalasette, 55 games, joys- 
tick Approximate cast CSSO, sell t*w £175! 
9V Sega. 2 leyalicks. HaOfl On, Space Har- 
rier Quartet. Fantasy Zone. Approximate gds! 
P7S,MH(orEB5'onO Sell together £250' Tel 
0610 33*0455 

■ CBM V* games for *«le. Leas than halt price. 
old and new slufl. Write tor list to KevwiMan- 
raan. 22 Banner Street, SLrMefU . Merseysiae 
WA20 3TJ or phone: (07*41 58415, all -ongi- 
nala, 

■ CAM 64 games and some Amiga games, 
fag, Hunt For Red October). V1MI sail all games 
separate il necessary Wrile for list. Ptoase 
■end a 5AE to Ken MundeK, 71 Camcktergus 
Rcao. Lame, Northern Ireland BT4D 3JK. 

■ CBM 64. datasetle, orsk *we, modem. ligM 
pen. three |oySliC*s. paddles, Action Repiay 
Mk3 and over 100 games on tape and OWL M 
for £380 ono Phone (0246} 566450. 

■ CheaanuMlarZOQQ original w*th toll instruc- 
txirrs and warranty. IBM PC comptibta. nor- 
mally 524.95. HlMis tor £15- First/highest 
Otter gets 1 1 Wnhj to Robert Lines. The Last 
House. Somer Lane. Gosport, Hart!* P012 
2QW 

a CBM B4. C2N Tap*. 3 loyslicks, lead*, man- 
ual. BO*ed t0 weeks OW. 6 software packs. 
Tout 37 games. Worth £230 w* accept £1 50 
ono. Also Acorn Electron, teuOS. manual, 
dome tape. VHry good conditmn only £30. 
Buyer c0»ect». Tel: Loughborough 267926 
evenings. 

• CMB 84 lor sale Unwanted presort. Mm 



old. A* new games and C2« Data Cassette. 
Very good OOnoMon Naw E3Q0 sell for £180 
Phone. Brentwood 0277 231038. 

• Sega System exCsflen! condition Rw 
games Rocky. fjndura Hatar, Wortd Soccer, 
Zillrjrjn and Hang On and a sups* Ires game 
instsaad. Coat new E200 soli for £130, Pnora' 
Brantwoodi 0377 231 038 and *3k tot Jason, 

■ BBC Meatar 1 ZS Oual Opua Dnw. C2S0 of 
tafBsl soft*sre ine, Santinal, StakW*. ftun 
Replon 3 al so AWx. Super Art, joystick, over 30 
discs, with 4 boiM Excellent Mmdition Bar 
gain E5W. Tel: Ashion (0942|i 726«99. 

■ Spectrum 128K, prrrter, pap* 1 , Interface, 
.^yshck. 300 game*. 12 inch black and 
while TV, oirar 150 macajlr»s. casaatt* 
player. Bverythirsg ior E400 cno, Coma on 
quick, ring Hike on Wmwerhampto*! ?430SO 
will deliver except ovarsaaa. 

• ZX Spectrum +3. fully boxed. 3 |oysticks. 
Oner 50 games 6*ceHant ctmdlion tBS u*™. 
Wnl* 10. Dom Spray, 20 The Gardens. WW- 
ford, Hertt WD1 3DS. 

■ Atari 1040ST wilrt t*M □' software, All for 
C400 Phone: 01 -452 -5383 ask lor Flat Nq.i 
lafler 6 pmi 

■ Spactrum I !, |oysllch, muftifaca 128, £t0 
of mag* snd £300 ot games. Worth £550 sail 
tor £235 onp. fTiona: (0224(69*393. 

a NeitandO HOP (Ftabmic Oparatjno Buddy* 
wiir-. i:;yromilegam«fj»*i including aK parts lor 
use with game. Hardly (ouChed!C4S. CoritaM 
Jason (0533) 6059^4. 

■ Sftadrurn llflK -2. 3 interfaces. 2 ;uys- 
ticks, £200 worth games. Eieellenl condrWini 
C1S0. Tel: Ipsunch {0473» 624994. 

■ Speccy 120 at bargain price oi £120 
includes, interface with pySMk. tape recorder 
arid an amazing 3O0 games all «i good condt- 
Km Also tree pen. Can you miaa out* Phone: 
01-452 3893(0* Rob. 

■ MutufacB iaS and 543 anginal gamas lor 
amaiirtgpnceolCSO Any speccyohglnatsfof 
only £2.50 Hdi. Includes lylefcenary, Ellla 
(£4). WizbBf., Slap Fight, Harnpag*. Out Run, 
MM. Phgne: 01 452 9663 ash rdr Hob. 

m CBM 44. disk drive, 2 Dataaet!e«, 3 car- 
tridges, back-up board, turbo chip muse 
make*, mouae, bae* compiler, disks, disk 
bon, tapes, 9*ea. molherboard . mags aesig 
IMn pencN. All worlhCl 050. will sell £370. Tel: 
Corby 1.05361 63845, 

a Spectrum t-3 tor sate, with It games on 
oksfe, DevPac, and 5 blank disks. Cornea until 
joystick and casaetta adaptor. Worth over 
E250. will Mil IC* £160 Tel: 051 3S& 2254, Ask 
Ibr Mas* 

a CBM *4. caaon worth flafflies, moslly new. 
$ joysticks, aatiisetta Wortli £400+ sell Ic* 
£??□ or swap everything tor Nintendo tXilexa, 
c* ordinary syatam Phone: PerttT, SCOHmd 
(073B>20651 and ask for Faisal . 



■ BBC-B. plus iDFSl disk likng System, plus 
games worth ow £150, lead, data rfieoraer. 
magazines, manual (boxadl). Vary pood condi- 
bon, oflar* around C3 tO. F'Saa** phone: 01 446 
0697 

■ CBM 64C. caswtte unrt, mouse. lOySdCk, 
booka, games. Over E3O0 worth, sell EtSO 
Phone: Brighton 697079. 

■ Cwnmodot* ft*, tape deck, Neos mousa, 
pystiek , over 300 games (all latest St uHJ. £1 1 
coo Spectrum 4BK. tape deck., oamas, C5Q 
ono- Absolutely all offers constqered. Phona 
David (0206| B8464S atler 7 pffl. 

• Spectrum 12B-S. £i 30 worth ol games eg 
■Gurahip, Ftanegade, Thunoerrjois. Combat 
School, We Are The Champions. IK and 
many mors plus joystick. Amazing eondiliOi'i 
and boned - £100 lor everything. Excellent 
value. Th: Lya 8S1 tlOask lor Dame. 

■ Spectrum + 2 with over £300 worth ol 
Barnes, plus CheelBh joystick. PhJB many 
many magannas, whole ft! 'worth well over 
£400 Will sell for only C?0O. To conisd Tel 
061 768 3614 after 6 pm 

a C&M 04 aofhnra for sale. Over 60 llltes like 
Del| B , Drille/. IK+ elc. Worm £410. the lot Id* 

£l20*nc PAP. For more details SA£ to. DCIItt. 
IS Back Knowl Ffoad, Mirfteld, Wast York* 
WP14S3A. 

■ CBM 64 Euro connect lead* Fits most TVs 
with a Euro socket Only £8.50 are. P4P. 
Spacrfy TV when o*rJ4rln*j. Send cheque/PO 
to: D Cllrt. 1 5 Back Kncwt Road. Mirlield, West 
VorksWF14 9S* 

a Amstrad C*»C 6126 grtan manrtor. DMP 

2000 printer, Euromax Pro. |oylitk, word pro- 
cessor utilities, marry gamaa, excellent condi- 
tion. Contact: f+icholas Whrtmore, 25 HefSO 
Gardens, DeMO Bum, ■NewtaStel Upon Tyna 
NEl 8 ?DB • Tel : TyrWMKJa 274584g pnee E350. 

m Fnae Spactrum 46K whan you buy my CAM 

&4,dlakdrT*rii| joyslidts, software, backup car- 
iridges. dlska, CZM . mouse and cheese for »usl 
C2S0!' Phone. 01 857 4420 atler 6pm and ask 
for Phil. Come on Move! 

■ Cumana 3Vi. one megabyte disk dnve, 
boxed. £90. Tel: 105321 636160 and ask lor 
Edward. Cruiser joystick £8. 

■ For CBM 94, Mtk'o assembler cartridge and 
manual £21 For Spectrum Artist 2 £5 Also 
CBM arKJ Speclrum books on prDgramminrj 
Tel: (05321 626fB0and ask for Edward. Also 
ten microdrtvacarlndgBs and holder £12. 

■ ■ CBM 64 games for sale mckjdtng Pre- 
dator, P"alas, Rolling Thunder and many 
Dinars, only £6 o* less. Please contact I Kiran|it 
arter4pmon|0793 52301 1 )■ 

• Amiga A Spectrum anginal software. 
Spectrum ■ 3 for sale. For every £3 spend get 
free software Aiso mags lor sale Send SAE 
to: Mark Hunl , £9 Hood Close. West Croydon . 
Surrey CFtO 35r Amiga pen pals wanted. 



■ Commodate games ongmalt £3 each, £12 
lor hve. CBM 64 computer, daftasvtte. ut*ty. 
canndges, years warranty £200. t54l d>sk 
drtva, 50 btank disks, COvan. C10O MPSBC3 
printer, bom pnnter paper £1 50 Phone: 10252} 
52 1 1305 aak lor Andy 

■ Commodore 84, C2N. doubter with soft- 
ware, reset switch, 2 joy*llG*S |Euromax F>ro 
Plus, Chaetah mach 1 p4us}. Loads, of maga, 
£306 o( software *Zynaps, Buggy Boy, 720 
elC.rAII boxed. AJ tort t9S. Phone 021 550 
6469 

a Speclrum garftte. ulitrttesetc. All ortgnaBJ. 
Driller and GAC £6 each. Animator 1 and The 
Wnle* I4J3K) £5 each. Many more. Send SAE 
lor hst Id: Mark Vo«5. 42 Saltbum Road, Wif- 
laaay, Merseysioe L45 84. U 

a Sega Maatar Syslam, 2 joyoada Hang-On 
etc. plus the Ki>nn Ai.tofire |oystic Also Astro 
Warrtor and Dtl Pol gamae, IJnwanlBd on>- 
sent, worth £140 bargain nl £85. Sfuart Tilley. 
Mffvana. Cock* Hal, Bofchgey, pafrantorth . 
Cornwall TR8 OAT (0(972) S72127. 

a Spectrum 126K > 2 wtlh £700 worth soft 
wara ait Cybarnotd, Firefty. Tm-Pan etc. 
Ouickstnot II lOystiCk, magazines inc. Smetair 
User . Vour Sinclair, CBVO. RaHBonaba oflari, 
Phone IB60HI 2805 after 4 pm 

• Boxed C84. 2 joysticks, C2N dliasetta. 
moute and cheese, sotlware Over £270 
worth Ol games, AH orviheJt. W1« swap for ST 
or Amiga Or sell for £298. Worth Over £450. 
Phone: 01 232 1 029 after 5 pm. 

■ Commodore 84, cassette. py*ar>, booka, 
magazine*, rewt, 200 games induckng Hun- 
ters Moon, Amanoid 2, Oryzor, Seuck. Skate 
Or Die, Combat School, Ns*uhJ», Firefly, IK* , 
Ten Greai Games Two plua more CITS ono. 
(07061 42909 after 5pm. 

■ CBM 12*. 1 M1C, Cdtnpunel Mooem, C2N, 
plus £300 worth soHwara All uoxeti and c*ig ■ 
mai tapes. Worth tSOO + . Will sell at £295 ono 
Phone: Richard anytime on Crawley (02931 
562125 tor further details Thank you 1c* read- 
ing fhisl 

■ CBM 84c 1541C dtak drive, cassette and 
drsk games, tape deck (bud! in lunar) roysuox. 
mags. Worth £ lOuOo«ars Tel' (073?|86St22 
ErJenbridge. Kami Anytime. 

• £5049 ♦ worth ol software IC* £450 and get 
my Spectrum 1?9 my * 3 joystiek and tape 
Tecorder free Worth ever £900. Ask for Chits 
on (05921 772658 ono. 

av Ccmmodore He. boxed, 6 months Old, 
htoosmou&a Quickshoi 2 Turbo joystick, 110 
games, two oatasettas, 85 Computer mags. 
AIbd Acom Atom compuler. games, caasette 
racordar. Alan 2600 game* console. All lor 
£350 ono. Phone: (0705) 56899 1 < 

a Atari 820 STFM. under guarantee 40nh 
now games tnciuding Buggy Boy, Camer 
CommarM). Dungeon Master, and best art 
packages out. all boxed and as new. £450. 
Phone. Mat (0793) 642544 lor data** on r«l 
ofstuft. 



TGM TX 009:8-88101/116 



a Commodore 64. ExCalerator disk drive, 
ilisks, expert cartnclge, joystick, over E4Q0 
worth ui software. Worth over E900, wiH 
accept £300. Phpn*: $ttvtti&a 5?02ri6 afler 4 
pm. 

■ Saga Syetem For MM pfcrs Cart Quartet. 

After Burner. Out Run, Global MHm*, Trine 
Bet two. Two pysbcks ma lot for £110 Stil 
boxed. VW* to- Earl Com:, a Ship Street, 
riptlord. London 5E64PW Tel 1 01 691 4BS2. 

■ Spectrum ionwm on sale' Out Run (ESi, 
GuantJet (E5), Bit Man, ff4|. Wtirta Uglning 
fC9l, Spy Vb Spy (E4). Phone- (0769i ?04?Z2 
after 6pm and as* lor John. 

• Roflu* Troops- a pame*wtPrtiSr>0(J board 
gome lor sale. Good condition, cost CI 5. St* 
for El 2. Phone fD7fl^| 2M222 ahar6 pm and 
a* tar John. (I'll pay P4PI 

■ ST Publw Domain irom Budgie UK. Fool- 
ball BB, Dwrioooial, 6lnz III, Othello, Pro-Darta. 
Puzzler and Or. Bens. All Our own craelions 
Sard tor our lull hat. Four lor E1Q or E2.95 
each Simon flush, 42 York Road, Rayieigh 
Essex SS6 85B 

■ Spectrum lifl Spectrum* BVW TV, reo 
ardor, 2 (Oyslack*. over £400 games . 2 carrying 
cases. Complete sal Boxed I wished Con- 
ked- Sieve (0222s 506496 E400 one. 

■ Amstrad «128 wilh colour monitor fas new) 

with over E500 software (GAG. DriBer. S*n|inisl 
Vmf books and magazines. Worth -aver E900 
wi* accept E450 ono. Phona: Dave on 01 S6fi 
9643 after 7 pm (East London) 

■ Atari ST genua tor sale Blacn Camp, 
Xenon, Barbarian ami Tarramex all al very 



cheap prices and in excellent conMicn. 
Phone: 01 50? 0637 any day pi 1he «eek alter 
5 pm and ask for Simon. Tal 

■ Spectrum 48K keyboard, tape recorder, 
over 300 gam-Mi. joystick interface, backup 
copier. Phone: Nigel l0272| 3466 after 5pm. 
flM ono. 23 Chapel Hill, Backweil, Nr Bristol 
BS1S3PR. 

■ 9T software v» price. Out Run E1D, Back- 
lash do. Worlds Greatest Epy* EiS. Copv n 
ST E15. Pro Copy V1.51 Ei5. Phono; Nigel 
|0272i 3466 after 5pm. 23 Chapel Hul, BacK- 
w«ll, Nr.Brlslol BS19 3PR 

■ CBM 04, Exceieralor. disk orivs, data rec- 
-order, 2 joysticks, £200 worth of original soft- 
ware pnee wanted, C250 ono. Phone: {0624] 
36825. 

■ Spectrum 4 , Interlace one, 2 nucrodnires, 
40 carfndoOS. Mirjvflt nkcroUftvcr, Alphaccm 
pnntar, Bam music machine, lots al soflware. 
books, magazines, El 50 ono. Write to. J Atkin- 
S(,ni. Fi Fairfield Drive. M ew inahsm, Scun- 
thorpe, South Humbs DN17 3PH 

■ CBM6J. tSAt disk wive, 2 Quickahot joys- 
litks., freeze ham* 3B. ov» E 1 0W) of software 
old and -new, Diskette and 50 dies, books, 
22ap '64 since Issue 2. Se* £350 ono. Phone: 
John (0279, 7S3SJ7. 

■ CCBM 64 Tor sale mtti Exceileralor plus, 
cassette comp. pro joystick. Action Replay 
Mk 3. £400 worth oi softwar* and mags Ail 
boxed and n very oood condition Oily EZ75 
ono. Phone: Tialed 307. ask for David 

■ Spectrum - 3. dalacordflt, payslicks. C 
months old, £200 or gomes (all rgcentl tape 



35 WORDS FOR ONLY £2.50! 

ThE GAMES MACHINE Reader CtatartoUs are your low-cast opportunity to reach 
thousands o1 other readers wm a small ad. ■vhelher you want to buy. soil, swap Or advtw, 
just Ml in the form below and enclose with your £2.50 payment, cheque or postal order 
made peyebi* to MEwSfiEld lTTj. Photocopies of the form are acceptable. 

CUSS1BED HEADINGS 

THE GAMES MACHINE ReaoVsr ClasMtlad Section a not Open to trade or comrnerclal 
advertisers, bu! Fanzines may use it. T>ie hearJmgs are sef-enplanatorv: WAffTED, FOR 
SALE, SWAPLINE, USER GROUPS, PEN PALS, FAMZINES and EVENTS DtAHY (forclub/ 
«ar ppupne«.maafir»oic*pSanriarJevBn1a). hto*ewar, be careful about TGMpuolrarilng 
dates with the last 1 

■ The maximum is 34 words 

■ Tna service H "el open lo irace/commar eia i adveniaers 

■ Small ada w4l be phnrled in the first available <»su* 

• The edtar reserves the nghnora'use ads wh«ch do not comply wrm. normal decent 
practiea. or which could be rnterpreied as encouraging software piracy. 



TOM READER CLASSIFIEDS J 

Send to THE GAMES MACHINE READER CLASSIFIEDS, PO Bu, 10, Ludluw 1 

Shrop*hlm SVB 1DH I 

Mama 


Address . . 




! 






T.C* CI.«rTiod h*«hrtg: 

nwarrtad iJFtn Sata ns*aptma ^ p •' , P** D-** 0»«*ea □Faniina* 

^Events Drary l_Wisce«an80us 

Method or payment [ Cheque Postal Order 

Write your advertisement here, one word per box. and include name, address and phone I 
number il you want them printed. | 



















































































and disc all original. Worth £400, sell 4c £260 
Or swflp lor Alan 520 STF hf. Tat 061 094? 
606135 as* Tor La« 

■ Spectrum -2, Murhface 1 26, Alphacgrn .32 

printer, Cheetah ioyst»ck rnleffaM with 125 

loystich, over £200 of anginal sottwara Ortfy 
£160. Wnle to: Chris Green, 22 Sevemdale', 
OreltwICh, Worcs WHS BPE or phone- (090S 
775037 after 5pm. 

a Cbm «4. cassette record*-. 40 software 

titles. e«pei1 cart Sea lor ESS or swap tor Nin- 
lendo carts. Phona: 103021 25962 or write: 
Dave Walker. 121 Urban Road, r+entnorpe. 
Dootastor. S.Yorks 0N4 DEW {JoystnA* 
includadl 

a Atari 520 STFH i«»ny Kmas phWSiei. 
mouse, mouse mal, over £160 of software 
titles including D.Moids, Star Tre>< elo. 5 
months, still under guarantee E3&0. Ring: 
Doug on 01 965 0941 botorc rushfts atari 

• Commodore 04 and Sega with gun, loo 
muen sotlvvare to fast CBW W E750. Sega 
[285 Will separale Sega only On otters, must 
sell quick. Tel: John Havant (07OS:. 453241 
after 6.30 pm. 

■ CBMS4 CN2, dish dnve, mouse, compet>- 
tion pro joyslrcti, over £700 worth pi games, 
freeze macrun*. maoa, disk t>Ok. Only E400 
Tel: (09E4) 27B&21 or write to: Paul Crook. 4 
Howoyds Yard, Gawthorpe, Oasett. W.Vorks 
WFSflSF. 

a Commodora 128. 1541 disk drive. 2 C2Ns 
lone Load-11) Action Replay MKIU cartridge. 
lOOs of aamas on tape and disk including IO. 
Ikan Warriors ate All tor E450. Tel- (0795) 
673463 alter 6pm ask for flay 

a Nkilando Entertalnnunl System r-te-iuin 
erjrticin. wlh console. H06. L19W guh, and 
games. Games include: Super Mane Bros, 
Kung Fu, Ice Climber and Ma-ch Rider. Sell all 
lortlBO. Phone 061 7grjfjai1 fail as new). 

■ Spectrum 128-2 very oood condition 
includes joystick and games- El 00. Over 140 
OnCjmai gomes worth approximately £1000 
deluding marry popular titles - £150. Bath 
computer end games lor £200 ono. Phone. 
Basingstoke IPJSGi 59636. after 6pm. 

a Nintendo Entertainment System with two 
cartridges, Super Mano &ros and '0-Yard 
Fig*!. As new. t&lal cost Cl ZS ae* for C70 orw 
Tel: Huddarstield (0464S 531496 after 5pm. 

• CAM 04 £60. Exclaralor plus £ 1 00 r casseUe 
deck cio. soflwara iworth CWQ) sea for Czoo 

ono. Amatrad CPC 464 colour E1 20, software 
(worth E200-II any offers? Prione: Mark or- 
(065S63I 393. Witt swap all for Alan ST. 

■ Saga Syiiam Bonod as nrjw. eHcellen! 
condition, includes Oul Run, Wonder Boy, 
Global Defense, Quickshol XV joystick and 
mor*. Se* averythmg tpr ft 30 ono. Phone 
Imtryaz 01 602 5803 to purchase the ullmate 
games machme' 

a CBM «4. 1541 drsk drlvfl. CaSSWH'. MP5 
B01 printer, |oystic.k , word processor, games 
Coal over ElOOO. Very good condition. Bar- 

gan al only C300 ono, Phona- Pnui 00 (Edlhj 
03224 32580 after 5.30 pm weekdays 



PEN PALS 



■ CA4 A Atari ST user wants Pen Pals from all 
over the world, especially from Germany 
Owns all the laiest games. Wrile to. AJeH. 
Mguyen. 30 Portland Road. HOv*. E.Sutaa* 
BN3 5.DJ. 

■ Amiga omrnef wanls Pen Pats world *x)e to 
exchange hinis. eic All letters guaranteed 
reply. Wrile to: Simon Lee, 1 15 Mign Street, 
Bangor, Cn Down, M. Ireland BT20 5BD. 

■ Wanted, Amiga users lo swap programs, 
tips, everything under the sun. Write to MSK 
at (tZi tynton Avftr'ufi Alderslay, Wol- 
verhampton WVB 9NG Phona: Wol- 
verhampton 743090 and ask Idt Mika, do it 
now, this second quick. 

a CBM 64 owner whn tape and do* wants a 
Pen Pal, preferably male and over 1 5. Wnle to: 
Tony Quansah, I Bailey Road, Wakefield 
W.YOrkS WF2 0AA 

a Amamed 6126 Pen Pars wanted. Write to: 
1sn Thomson, 13 Millhill Avenue. Kilmaurs, Kil- 
marnock. Ayrshire. Scotland KA1 7TA 
Interested in games and programme 

■ Amiga contacts wanted around Ihe workl. 
Wriiu to- Can, 12 ingoa Oo*». Wastvate, 

Kirkby, Liverpool L32 *SU 



■ Saga Conaata owner would riH« Pen Pal to 

swap games and up*, interested? Contact 

Nathan W*ms. Ivy House New Zealand, H4- 

marlon, Carna. Wins SN1 1 6SN 



SWAPLINE 



to Swap. Transect, Ghost 
House, Fantasy Zona. Would Mia Super Ten- 
ma. Spy Va Spy, Ztaun or Out Run. any oftertf 
fling: (0246 ?$&& Thursday - Sunday even- 
cigs and «Sk for Nathan 

• Dutch Amiga fans wish to swap software 
everyone welcome, overseas prefared. Ans- 
wer (as always; 1 00% . Send listing or disk lo 
Chyrapactoreotl, (Arthur Swart*. PO Bow 551. 
? 140 AN Hoefdrop Holland. Eaatarn Europe 
a*pacftty wantadr 



FANZINES 



■ Maga Monthly new lanzna lor Sega 
Maaier System owners, packed w*lh news 
plus revwws. Issue One June 1st Send 
cheque/PO lor 75p la: Chris Jackman, 3 Alb- 
ion Terrace, Lexham Road, Utcham, rungs 
Lynn, Norfolk P£32 ?OQ 

■ tceworld Ihe new Doctor Who fanzme 
issues 1,2,3,4 available now. Th«y conlaxn 
new*, review*, cOmPetHnna. artwork, mer- 
chandise, books arid more Some superb 
inlervlews Ipa. £1.20 Inc. P*P, Mark Short. 3 
Darwwsy Gardens. Loiiton, Suflofk IP 1 6 4xA 

■ Adventure Probe! The monthly fanzine lor 
adventurers only.- 40 scorching pages of new* 

and reviews 1 Send Ei.25 for sample lame to. 
AchefflurB Probe. Dept P, 24 Maes Y Cwm. 
Llandudno, Gwvnedd LL30 1 JE 

■ CPC Disc 20 fart fanfine - part program 
Over 100*0'' typed in' names etc Sand £2 • 
50p P4P iRecorded Oeliuery.l to. Joe f lorak. 
1 T Stanley Villas , Green way Road. Runcorn. 
Cheshire WA7 4NW AIM send blank duel 



MISCELLANEOUS 



a The amazing CPC dimk 20. Cfver 200K ol 
serl-written qroo/ams. Just send C? and * 
Wank3'-dl|fc(pru*^nppapjtrj JoeFkrtk.ll 
Stanley VWaa, Graenwey Fknd. Runcorn. 
Cheshire WA7 4NW 

■ Atari $T a. Amifui quality Colour dot matrix 
printing Pgr Degas. Neo. hi P* Files, only 
.35p per M aize page (. lop lor b/w) plus .30p 
PiP Magnum Prmlng, 13 PHngfej Lane. 
Gaiasriiefs.^elkirksrM'aTDl ffll 

a 01 for Amiga the best Baud around Free 
membership this month, weekdays 9pm mi 
10pm. we eks n rj« j4hour* Computer wives, 
widow* saetiori, Why not widen your honz ona 
30tt'300 1275.01 377 1358 

• 'The Mind Hoggin' ■ A new force -n BB's 
stand by . it's commg to e screen near you 
soon. V21 Y22, V23, based m Morloat. Toby 
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WSA 



FEATURE 






THE NATIONAL COMPUTER 
GAMES CHAMPIONSHIPS 
PROGRESS REPORT 





The first National Computer Games 
Championship ever to be held in Britain is 
well under way. Contestants struggling to 
reach the exciting finals at this year's 
Personal Computer Show at Earls Court* 
THE GAMES MACHINE reports from the first 
qualifying rounds 



Is we go to press, the third 
qualifying round (Midlands), 
held in Birmingham, is 
taking place, while 20 
successful semi-finalists 
from the Scotland and Wales/ 
South-Wast heats, already he-Id. 
sit back and relax their wrists, 
reedy to renew battle on August 
IBandie. 

First, then, we travel to that 
silvery -gray city, often referred to 
as 'the Athens of the North' , in the 
company ot TGrvVa Robin Hogg 
and CRASH'S Mark Caswell. 



EDINBURGH 

Saturday June 11 

The start of the National Computer 
Games Championship began in 
earnest at the first venue, in 
Edinburgh, capital city of Scotland 
and probably one of the most 
attractive cities in Bntain, 

On the way North on Fnday June 
10. the Newsfield cavalcade 
stopped off to admire the view 
from the top of a hill (small 
mountain is a more apt 
description) before driving into 
Edinburgh, getting lost and then 



miraculously finding our 

destination - Fet Lore Boys Club, 
part of the National Association of 
Boys Clubs, our hosts for the 
championship. 

By evening everything was sat 
up and ready to go, whereupon our 
thoughts turned to the next day's 
conflict. 

Saturday morning, and they 
came out of nowhere; they came 
from all regions ot Scotland, 
hungry to commence battle on the 
Spectrum and Commodore, 




one game only with ten minutes in 
which to play. No second chance. 
Could the contestants stand the 
pressure, keep their nerve and win 
through? Whatever the results 
were going to be, we knew the 
competition would be fierce. 

Spectrum gamesters began, 
skateboards moving at breath- 
taking speeds and some truly 
incredible, near fatal, stunts were 
performed 10 get those vital 
points. All the while the time was 
ticking away, pushing contestants 
Into taking ever more risks, 



sand in the digital hourglass ran 
out, leaving Stuart on just under 
110,000 and Brian close behind 
with over 103,000. Formidable 
scores nevertheless 

Over on the Commodore tables. 
the conflict proved just as deadly 
High scores being achieved right 
from the word go! Neil White and 
Mark Young pulled out all the 
stops in a very close, almost dead- 
heat - Neil eventually drew ahead 
to 69.600. Mark finishing just 
2.400 points behind. With the neat 
two contestants, a clear winner 



A tense m&msnf for fWa young 
Scottish con testants 

Each of the contestants was 
given ten minutes practice to 

improve on their finely-honed 
skills, before the competition 
began. The game at this Scottish 
qualifying heat was US Gold's 
720", played on both machines, 
and the rules of battle were simple: 




Damn Low*. Edinburgh Commptfp™ winnm, outpoa** TQM'9 Robin Hogg 



The pace hotted up as Stephen 

Smithwhite took up the challenge 
and promptly set the score to beat 
of over 138.000. Could it be 
beaten? The answer looked like 
yes' as Stuart Campbell and 
Brian Wardlew took up the 
challenge, the battle raging on 
between both players as they 
passed tne 10C.0O0 mark with 
moderate ease- But sadly for them 
both, Stephen's score proved too 
high to reach, the last lew grams of 



emerged as Darren Lowe 

competed against Jonathan 
Lowe. Eight minutes passed and 
Darren topped 70,000; by nine 
minutes Darren looked 

unstoppable, and went on to Imish 
with 89,200. And that clinched it, 
the remaining contestants put up 
a brave fight but Darren's score 
remained tops and he was 
declared the winner. 

We congratulated the winners 
and other semi-finalists, and 



TGM IX 009:3-88105/116 



FUTURE 



commiserated the losers . In the 
end, though, aH went away with 
prizes for their valiant service. 

Quai ffiers lor me semi -hna Is to be Mid 
in Manchester 
Commodore 64 

Darren Lowe (winner) 89,200 

Neil White 69,600 

Mark Young 67,200 

Jonathan Lowe 62,000 

Mark Gallagher 52,300 

Spectrum 

Stephen Smithwhite (winner) 

138.660 
Stuart Campbell 1 09,31 

Brian Wardlaw 103,250 

Ma* Smithwhite 54,270 

William Bann 53.500 




Five Spectrum sami-finatists a* 
Edirthurgtt 




CRASH'S Mark casweU congrvtuti 
Spectrum winnor 

NAILSWORTH 

Saturday June 18 

A wee* later, and tt>e action moved 
south, the abdication this time m 
the competent hands of CRASH'S 
Dominic Handy and ZZAPI's Paul 
Gtancey. 




CRASH Ktftor Dominic Handy 

eongrBtvtfifoa Nalimworth Spectrum 
winner, Michaot 0#*r 

In the quiet countryside Of 
sleepy Gloucestershire lies 
Nailsworth, Few would know, but 
many would soon realise, that this 
was the centre of conflict for the 
South -West and Wales round of 
the National Computer Games 
Championship. They came from 
far a wide, joysticks in hand, not 
wanting to miss their chance of 
fame and fortune. Many had 
already camped outside the eerie 
surroundings of the Nailsworth 
Boys Club before the doors had 
even opened. 

The contestants looked 
confident (little did they know of 
trie considerable challenge the 
organisers had in plugging in all 



■ithwhit&, EdintHJrgh 



eight computers - with 
accompanying monitors etc - into 
a handful of sockets.) As the 
games - Street Fighter 
(Spectrum), The Great Gfana 
Sisters (Commodore 64), both 
unreleased - were unveiled, some 
squirmed in comers, while others 
wanted to know of any changes 
from other versions. 

All the way from Swansea came 
Michael Dwr, a timid fellow in 
construction, who placed his 
gifted frame in front of the 
Spectrum +3. Others had six or 
seven practice games, but he 
needed only one (which he didn't 
even finish,) As the ten-minute 
battle commenced, the two 
contestants aside young Deer fell 
by the wayside (not even lasting 
the time limit), but Michael 
continued to the end, clocking up 
a magnificent 232.460 points, 
compared to the 30,000 of his 
fellow contestants 

It was not over, though. Up 
stepped a very confident looking 
Mark Sevlll from Newent, scoring 
230,740; not bad for a virgin 




Nail-biting action at Hallawotth *ittt 
The Great Giana Sisters 



fighter. You either had the knack 
Of you didn't, these two guys 
certainly did - no otners came 
close. 

On the Commodore front many 
fell The Great Giana Sisters was 
going to be a doddle - just like 
Super Mario Bros'. But alt too soon 
they realised that it was not going 
to be so easy! The top two scorers 
came from Swindon, home of the 
railway workshops. Stuart Witts 
notched up a creditable 9,555, 
whilst the only person to get over 




the 10,000 barrier was Adrian 
Harvey with 10370. 

As the contestants wandered off 
into distance, prizes in hand, a 
small voice was beard to say 
'How the hell am I going to explain 
all these blown fuses to 
US Gold?' 

Qualifiers for the semi-finals to be held 
In London 

Spectrum - Street Fighter 
Michael Deer (winner) 232.460 
Mark Sevili 230740 

Philip White 166410 

Justin Pearson 157210 

PauiBurridge 152300 

Commodore - The Great Giana 

Sisters 

Adrian Harvey (winnder) 10370 

Stuart Witts 9S55 

Robert Bains 5785 

Robert Moore 5785 

Tom Miles 4605 



TOWARD THE SEMI- 
FINALS AND 
FINALS . . . 



With just three more qualifying 
rounds to go as we write 

(Birmingham July 2, London July 9 
and Leeds July 16), arrangements 
are well in hand for the semi-finais. 

The first will be held on Tuesday 
August 16, inside the main 
terminal area at Manchester 
Airport. There had been problems 
setting up the Northern Ireland 
qualifying round, which was to be 
held on the Lame- Stranraer Sea- 
Link ferry. Worries about potential 
disruption should the National 
Union of Seamen's strike spread, 
were made groundless when the 
ferry ship in question was 
suddenly dry-docked for repairs! 
However, the National Association 
of Boys Clubs has arranged for the 
Northern Ireland contestants to be 
flown straight to Manchester 
Airport to compete directly >n the 
semi-finals 

The second will be held in 
London on Thursday August 10, 
on the concourse of Waterloo 
Station, thanks to the cooperation 
of British Pail and Network 
SouthEast The old station has 
undergone an astonishing change 
and is now regarded as one of the 
finest railway stations in Europe- 
Network Southeast is responsible 
for planning and marketing of all 
British Rail suburban services on 
those routes radiating from 
London which serve the South of 
England. 

A .massive investment 
programme costing C160 million 
will continue the work already 
started to improve the 
environment at every point in the 
Network, including the building of 
three entirely new stations. For 



comuters, the distinctive red -biue- 
grey-banded trams are already 

providing a brighter and more 
reliable service than ever before, 
most of them feeding into the 
Network's completely rebuilt 
flagship - Waterloo. It will make a 
fittingly hi-tech backdrop to the 
battle for Earis Court. 

It won't only be the semi- 
linaiists competing in Manchester 
and London, there will be an. 
additional celebrity challenge 
match at each venue between two 
weil-known personalities, the 
winners also to com pete in turn at 
their own PC Show finals. 

After the semi-finals, we will be 
left with 12 finalists (three per 
machine per venue.) They will all 
enjoy an expenses- paid weekend 
in London, attending the Earls 
Court Personal Computer Show, 
September 16-1B. competing for 
two prizes of 01,000 worth Of 
hardware/software through US 
Gold and Centresoft- 

The battle will be perfectly 
visible tg the public through a 
massive, multiscreen video wall 
sponsored by Pepsi Cola. And 
when, at the end of the day, the 
names of the two champions are 
known - one Spectrum, one 
Commodore - both will fight it out 
for overall games player champion 
status on an Atari ST game in the 
Pepsi Cda Challenge- 
But all this is in the future. Next 
month we will get up to date with 
the remaining qualifying rounds. 
TGM11 goes on sale the day 
before the Personal Computer 
Show opens to the public, and in 
that issue you will find details of 
I who (Staking part m the finals. 



The National Computer Games Champion inip Is sponsored by US Cold in association with the National Association of Boys Clubs and the Personal Computer 
Show and organised by Newsfiald Limited, publishers of CRASH, ZZAP!64 and THE GAMES MACHINE, We gratefully acknowledge the kind assistance of British 
flail, th* British Airports Authority, Dlxons for supplying the Spectrum * 3a and monitors. Commodore (UK) for supplying the Cammoonro 1286 and monHors, 
and Konix for the joysticks. And thanks to the staff and members of the local Boys Clubs for all their help end patience" 



106/11 6 TGM TX 009:8-88 




W'e welcome complaints from the public 
about advertisements in the press, on 
posters and in the cinema. It helps us keep 
advertising standards high. But we also 
monitor a considerable amount of advertis- 
ing, and take the necessary action ourselves. 
If you "d like to know more about our work, 
and receive a copy of the rules , please write. 

TheAdvertising Standards Authority. / 
We Ye here to put it right V 

ASAUil.Depf.X.BiaohHouK.ttJrrtn^i WN 

This space is donated in (he interests ol high stan 



• MONTHLY MAGAZINE * PU SQFTWJU1E * DISCOUNTS • 
• 14 DAT MONEY SACK GUARANTEE * 

Our monthly magazine contains raws, reviews, articles, company profiles, program- 
ming course, readers letters. MSX-2 info and much more. The magazine is also done 
on a DTP system and then Inzer printed . so you can he sure ol top quality' 
We also offer an ever increasing amount of Publtt Domain software lot disk. quicH dish 
and cassette users, a free brochure is within our next magazine 
Our membership fee i$ onty £9 per year, this covers 1 2 monthly magazines and also 
discounts on a wide range of MSX goods. Irom books to qamas If you are still no! 
satisfied by tnts adven (hen a single sample issue is available for onHy f 1 ,25, together 
with lull details of our dob. however, we do offer a 14-day money bac* guarantee 
Pleas* write or call for prices on overseas memoersnip costs, also send an mlernational 
reply coupon, 

Cheques or postal orders should be made payable to 'MSX UK', and sent Id: 

MSX UK, (GM), North Lodge, Caimhill Road, Airdrie, Scotland. ML6 9RJ. 

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LETTERS 




"Unless the software houses wise up 
quickly, their gross profiteering is going to 
kill the 16-bit industry in this country . . . " 

writes T WHITE from Nottinghamshire, in a plea 
not to see 1 6-bit games go the way of the 

original, expensive console product. His letter 
earns £40 of software from READER PAGE. 



AN UNFAIR PRICE 

DearTGM. 

Ask any ar dent B-brt owners why he 
won't upgrade to a ie ~ Drt machine and 
ttieywll invariably tell fou that trie pnc.e$ 
df games on these machines are far too 
high. As an Atari ST owner I can't argue 
with thai lire of logic, after all it's 
absolutely true. 

When I Bought my machine some 14 
months ago I did so on the assumption 
thai software prices would plummet once 
Sis became mass market machines. 
Itowtnat there are 1 20.000 ST owners in 
the country alone , rtis well pasl the time 
when software prices should have lalien. 
But the* haven't, instead we are now 
faced with a concerted effort by the 
software houses to extract massive 
profits by keepi no, prices in the £20 -£25 
range- 
indeed some software houses have 
even increased tfieir prices over the past 
year (Elite, Ocean and Tynssott are the 
three names which spri rig immediately to 
mind) which is hardiy an encouraging 
sign tor us owners. 

True, there are some games retailing 
lor £1 0. but these so-called budget 
games consist mainly of old converted 8- 
bit titles which sell on the said machines 
far £1.99. Thus EiOcan hardly be termed 
either budget-priced or a bargain. 

Unless the software houses wise up 
quickly, Iheir gross profiteering Is going 
to kail Hie 16-bit industry in the country. 
Cast your minds bad* to when games 
consoles first arrived. They sold 
reasonably well, but were soon 
abandoned because owners couldn't 
afford lo keep paying the high prices for 
the software. A similar tate now looms on 
the horizon for the Amiga and the ST 
unless software houses see lil to 
dramatically reduce prices. 
T White, Nottinghamshire 



The software price argument has jane 
on as long as software has been 
around. However, TGM wilt put rts 
Statistical Deployment Department 
(UK div., subsection Douse) to work 
and come up with some figures since 
September last Meanwhile, four 
letter of the month prize should pay for 
a couple of games . ■ . 



KEEP LESSER BITS 

DearTGM, 

I'm replying to Nigel Roust 1TGMOO6) and 
Aguslin Malave fTGMOOB). They wanl 
TGM to turn into a 16-bit only magazine 
I reckon this is stupid. To turn TGM into a 



16-bit mag, would mean cutting down 
reviews, a loss of adverts for B-bit games 
and omission of all the miscellaneous 
technology features This would leave the 
magazine very thin Indeed. To increase 
the thickness, articles on ST and Amiga 
hardware would have to be brought in. 
leaving TGM as just another 1 6-frll mag 
like SF User and Amiga World etc 

Now you compare the circulation 
figures for a itt-hil specific mag and 
TGM. Big difference, huh' There isn't the 
market for a 16-bii games mag at the 
moment. Perhaps (here will be In a couple 
of years bul not now 

TGM is dedicated to electronic 
entertainment. Nol many people buy 
Amiga's or STs just to play games and a 
1 6-bit games-only mag woo Id nol have a 
large enough market to survive. 

Anyway, I don't know whal all the 
complaining is about. The majority of 
TGM is dedicated to 1 6-bit anyway and 
by featuring other systems, TGM has a 
guaranteed readership which will soon be 
challenging C&VG. So stop whmgeing, ST 
and Amiga owners. You've never had it 
so good . When you ' re ptaying Xenon and 
Carrier Command, spare a thought for us 
humble Spectru m 1 26 wne-i 5. We' re the 
ones who have things to complain about, 
yet we don't moan consianlly {and at 
leasl we don't have to fork out £25 tor a 
game). 

While I was reading the letters In 
TGMOOBand getting greener and greener 
with envy at people saying 'my Amiga's 
only got 4.0% colours'. I seethed upon 
reading Gary W Daley's letter; a Sega, 
CBM 64. Spectrum antf Nintendo 1 Talk 
about overindulgence 1 If he has money to 
throw around, he can lob some m my 
direction' What's even worse is that he 
blames you for the lack of Nintendo 
games. What does he want Newsfield to 
do, make a take-over bid lor Nintendo? 
Perhaps he should have researched the 
console better before shewing out £100. 



Just to tie up. would it be possible lo 
lengthen Readerpagn. put game lips in 
Information Desk and have reviewers* 
names on the reviews? This would make 
a much better reviewing system though 
mere isn't much wrong with it at the 
moment. 

And lastly, a big thank you from this 
Spectrum 1 28 owner lor staling if games 
have Spectrum 1 28 musk or not. I ttvlnk 
CRASH should take a leaf out of your 
book. 
Jonathan Williams, Gloucestershire 



On launching TGM, our brief was to 
follow the market, not invent it, which 
explains why we do review B^tit 
product. The more people move 
toward 18-hit, or even 32-bit, the less 
TGM will deal with 8-bit. Makes sense! 
fteaderpage is still the same number 
ot pages, but tt will no doubt increase 
in time. As you can see, Information 
Desk is now Incorporating some tips - 
so's Rob Steel in his adventure 
column. But reviewers ' names are sttit 
an unpopular notion around here - we 
think ot ourselves as a reviewing 
team, and sometimes as many as five 
people r s opinions go into a single 
review. 



SHINY COVERS 

Dear IBM, 

I wish to say to Agystin Malave Irom Spain 
iTGMOOS) that although he has a 16-bit 
computer, it does nol mean that everyone 
has a 16-bit computer There may be 
other magazines available but it does not 
mean mat they are going to change the 
magazine just for you 1 (I hope!!). 

My next point is to do with the 
publication dates. Why oh why are they 
always wrong? For example it you say 
that TGM comes out on July 20, it usually 
means ifs coming out two days after that 
So why not have a fixed date like the last 
Tuesday ol every month or something like 
that? It may make a lot of people less 
contused 

Third and last point is to do with your 
printer. Just how many have you got, how 
many pages can it pnni , and how do you 
make (he front cover so smootti and 
shiny? 
Steven Payne, London 




the: amazinc mult/hvinc cutey-poo 

ira 

■'Of op 'i 



First point agreed withi Second: we 
always give the publication date 
accurately (except once when the 
schedule went back a week), and it's 
always a Thursday, middle of me 
month (some months have live 
Thursdays), newsagents aren't 
supposed to put a magazine on sale 
before that date, but some do, and 
some get their magazines a tew days 
late About Stat there is nothing we 
can do! 

TGM Is printed by Carlisle Web 
Offset, up north in Carlisle, Cumbria, 
although the covers are done by 
another printer Carlisle contracts out 
to. They make the cover so shiny by 
spraying a- spirit varnish on 
immediately the Ink is dry, and then 
drying the varnish under ultra-violet 
lights. 



AFTERBURNER AGAIN 

DearTGM. 

1 write to back up a claim by Kenneth 

Jackson (TGM0O6) mat you are slightly 
unfair in your reviews lor the SEGA. 

A few weeks ago I went out to buy 
Afterburner, not too sure about spending 
£25 on a gauiR you had tow me had no 
runways or continue features. This is 
where I suggest you switch on your Sega, 
get ready to folio w some instructions and 
be surprised 

1 . Fly to (he end ol Stage 6 and destroy 
the mega -baddy, with missiles not guns, 
your plane will then automatically land on 
a runway. 

2 If. belore Stage 1 you manage to lose 
your first three lives, try pushing your 
directional controller up and press both 
lire buttons at the same time, when GAME 
VTR appears [i f you f i n d a way to use 1 1 
after Stage 10 please let me knowi you 
will then continue but the score starts 
from zero. 

Now, I suggest you rewrite the review 
ol ^/feriJU/nerpronto, or) will summon a 
crack learn ol F-1 4 Thundex cats, four 
Space Harriers ana a tew of the Outflun- 
ners from the nearest available arcade lo 
flatten your nice little offices into the 
ground' 
Chris Cole, Plymouth, Devon, 

The problem is not so much being 
unfair to Sega, as It is those handling 




TGM TX 009: 8-88 109/1 16 



LETTERS 



Sega PR being fair to us. We repeat, 
that the copy we reviewed did not have 
runways or a contmue-play feature. 
The surprise was such that calts were 
made to establish whether or not the 
copy was complete. We were told It 
. (eloquent shrugs), 



PLAYING A ROLE 

Dear TGM, 

With regard to John Woods's review of 
Warhammer Fantasy Roteplay, in 
TGMfflR, first he mentioned the 
characters advancement scheme being 
toe unrealistic, the fact that you get 
experience points and spend them on 
skills « characters changing jots, flut a 
good GM would not 1st them do this 
straight away He would make the 
characters find a suitable teacher to 
teach them the skills. This makes it more 
nealtstic 

Second he saKt: 'The combat system. 
too, is simplistic, with characters being 
either dead or alive'. Mas he not 
discovered the critical hits table where 
the blow may not do serious damage, and 
gradually works up to totally destroying 
the opponent, doing varying degrees of 
damage 7 

t agree with bis rjescription of The 
Enemy Within -and Shadows Over 
dogenhagen in terms of aamepfcay. but 
then supplements have a large amount 
of background on the Empire, especially 
the first one, which makes them worth 
having. 

hie also says it is suitable for 
uncomplicated scenarios . I advise hi m to 
refer to A Rough Night At The Three 
Feathersln White Owarfmagazine .issue 
94. In fact the adventures can be as 
complicated as toe GM feeks necessary. 

I wouid recommend WMFRPto anyone 
- and I don't work for Games Workshop. 
Michael Cracknell, Kent 





COPYCAT 

Dear TGM, 

I've been buying TGM since Issue 1 and 

it 5 brilliant. Which is why I wondered if it 
would be possible to copy out the 
competition forms by hand because It's a 
shame to cut up such an Ace mag? 

Secondly, in competition entries, can 
muttiplB entries be put into one envelope? 
Damian Byrne, Derby 



You can certainty copy out the forms, 
Damian. We usually put a farm in 



because you wouldn 't believe how 
many people forget to add their names 
ami addresses otherwise! For forms 
(like wordsguares, a photocopy witf do 
as welt Multiple entries are no 
problem either, hut mark your 
envelope on top with MUL TfPLE 
ENTRIES, otherwise they won't get 
sorted in time. 



FASTRE)fERSE 

Dear TGM. 

Okay! I knew all along that Realtime 
would deliver toe goods and Carrier 
Command indeed puts all other 
simulations to shame - even better than 
Flight Simulator It and Universal 
Simulator combined. 

A feature on just how they can create 
hit after hil would go down well, I think, 
especially with more 3-D fast, filled - 
graphic simulations on the horizon. 

However while playing Carrier 
Command, I noticed a tew features that 
puzzled me: 

Your explanation on how to attack the 
enemy carrier may work, but during play 
I found that waiting near Terminus did 
just as wel I . however, onto the questions: 

After a high altitude attack on toe 
enemy carrier (which seemed to do 
absolutely nothing, even with at least 
seven missiles blasting into 11, 1 found I 
was running out ol fuel in sheer Kami kazi 
bravado 1 flew my lone fighter right at toe 
conning tower of the ACC Omega, or at 
least I tried to. instead 1 bounced off - 1 
just couldn't believe it, no matter what I 
did I just bounced off, not only that but Ifie 
carrier then set sail In retreat at a speed 
of roughly 600 mph, even my Manta 
couldn't calch it. Why tog awes ache (as 
Mel woufrj write HI}? 

However, toe sight of an aircraft carrier 
whirling round my viewscreen, 
accompanied by a flypast of Marauder 
fighters against toe background of clear 
Shies and bl ue seas is one I will not readily 
forget - Realtime In my view, are the best 
in the business and Firebird chose well in 
using them. Full marks all round Id toe 
BEST piece ol software ever (until next 
month! 
Stephen A Graham, Carlisle, Cumbria 



We can only shake our culiective head 
In disbelief. But perhaps Andrew 
Onions of realtime would like Qo 
comment - sometime . . . 



PRESTEL HARD TIMES 

Dear TGM, 

l write on behalf ot a targe minority of 

Prestel/Micronet users; can you shine a 
little light on the goings on within the 
system. 

For the past couple ol months since the 
NEW' Mlcronet arrived there has been 
little to prove the change was for the 
better. Updates are thin on the ground for 
toe Amiga and ST which have had the 
worst coverage you could ever believe, to 
toll the iruto, it has been appalling. We 
have had maybe 6 or 7 reviews and toe 
letters page Is still inoperative, which is 
what it has been Irom the launch ol the 
oew Micronet. You may think 'but there 
are more things toan reviews and letters 
sections, surely', well you would be 
wrong, there is NOTHING whatsoever. 
Apart Irom the Solely Sixty four Amiga 
section run by a separate part of Prestel/ 
Mlcronet, there's absolutely nothing. 

Must ol the best sections are run by 
separate Information Providers, not 
Micronet. Okay, so users need to 
contribute, which I myself have done, but 
we should not need to do it all That's 

what we pay our subscriptions fof ■ Th* 
above is not only just one tor toe Amiga/ 
ST section. There has been a lack of 
updates in other sections, but not nearly 
as Severe. 

Amrther downfall of me system has 
been toe all-too-often service 
interruptions These include: Chatline 
failures (sometimes every night) Mailbox 
going down regularly and severe speed 
problems. The speed problems are toe 
worst: en toe nights it happens you could 
send a Chatlme message or a normal 
Mailbox message and it would not appear 
until about two hours later, on some 
occasions. 

Micronet has also taken away toe free 
service toal used to be cal led Swap-Shop 
where you could place adverts for other 
users 10 read and replaced it with a 
section called Bazaar. Ydu have to pay 
Irom 20p 10 40c to use this section Also 
toe other new section, called Teleialk. 
has charges on top as well. In fad toe only 
interactive parts of the system you can 



use without getting charged are the 
letters and certain chaUines. 

And the charges are about to get 
worse: a lew days ago an Information 
Provider called Keith Bulmer was barren 
from the System lor leaking Information 
about toe new charges to be introduced 
shortly. When we users of ihe system 
heard about these new charges we 
decided that we had had enough. We 
thought it was about time to tell 
prospective new users of toe system 
what they are letting themselves in for. 
I shall now proceed to list them 
At the moment the charges for Prestel 
(Domestic Users j is £6.50 per quarter, 
this will rise to Cfi.50. Not only this, but 
toey are going to take away the Iree ofl- 
peak access and replace it with a 1 p per 
minute charge All other times will be put 
up a penny to 7p per minute. This will be 
a map' blow to the younger users of the 
system who have to wart until off-peak 
time to use the system. The new charges 
will mean toal with toe cost of the call 
included, an hour's use will cost on 
average £2 . The action most users will be 
taking when the charges come into force 
isto terminate their accounts This is not 
my view alone, tois is the view of the 
users. 

Richard Ctafton, Osmondthorpe, 
Leeds, 



THE GAMES MACHINE WOUltt be 
interested to hear the views of other 
Prestel/Micmnet users about the 
service and the new ehanjes. 



MSX COVERAGE 

Dear TGM, 

I pleased by your coverage of MSX 
Computers. But toere is one thing you 
don't seem to be sure of MSX-I end MSK- 

II Whenever you mention an MSX game 
you class it as MSX-I. The majority ol 
MSX owners in this country own MSX-1 
Computers, and virtually all games 
released are for MSX-I (which are 
compatible wiin MSX ii compuiersi 

Another point you never review MSX 
cassette software. Why 7 The majority ol 
games released lor MSX are on cassette, 
why haven '1 you had a version update ol 
Tenametf It has been released. In fact 
lots of cassette games have been 
released in the last lew weeks but you 
don't seem to know toey even exist. For 
example the long-awaited Elite {Firebird i, 
Hunt For Red October iGrandslam 
Indiana Jones, Gunsmoke (US Gold) and 
Eye from Endurance to name qui a lew 
JC Halsted, Chester, Cheshire 



it's very strange, hut rather like the 
Sega games situation, British 
software houses seem almost unkeen 
to promote their MSX software. We 
keep asking tor It (and we are aware 
it's around}, hut it never arrives. A blitz 
tor next month, then . . . 



READERPAGE is your opportunity to let us know what you think 
about virtually every subject under the sun! Space is at a 
premium, so don't be disappointed if you don't get printed first 
time round * The editor reserves the right alter letters in keeping 
with their spirit to get them to fit, or to use only parts. Write to 
READERPAGE, THE GAMES MACHINE, PO Bon 10, Ludlow, 
Shropshire SY$ tDB. 



110/116TGM TX 009:8-88 



HELP 



INFORMATION 




The letters come thick and fast to this 
month's INFORMATION DESK, Robin Hogg 
provides dazzling answers to your many 
questions 




First Off JS Ml&fifW KYPRI Of 

Melbourne, Australia who asks 
about Amiga conversions. 

■ Are Gunshtp from Miooprose, 

Gauntlet, Gauntlet ii or Out Run Irom 

US Goto comma out <° r th * Amiga? 

W $o when will they be available? 

Conversion work has yet to be 

started on the three US Gold titles - 

[they're unlikely to appear before 

to release products for all major 

September US Gold generally aims 



markets simultaneously -when you 
see the TQM version updates you 
should be able to buy them soon 
after. Microprose. by contrast, does 
not distribute in Australia, although 
you may buy from them direct, or 
obtain the game from the TGM mail 
order section. However, don't order 
Gonship until you see our update, 
probably sometime next year. 

Closer to home, daniel smrh 
wants to know about transatlantic 
Amiga problems . . - 



■ Can you put American software on 
to an English Amiga without having 
to translate the game to PAL format? 
I want to know this because 
American TV is different from 
English TV. 

Imported American games will in 
fact run on an Amiga and British TV 
set-up, but only at the cost of a two 
centimetre black band at the 
bottom of the screen. This problem 
does not affect Amiga owners lucky 



enough to have a monitor 

Speaking of which, justin moy, of 
Crawley, W Sussex asks . . . 

■ Can you connect an Amiga to a 1 901 
monitor? 

Yes you can, but not easily. The 
Amiga and 1901 monitors are of 
different polarities, therefore, 
although a picture can be produced 
on the monitor, it will roll- Probably 
the best solubon - if your monitor is 



Kmp those bati* bouncing with tht* map for rjr* Sptctrum and Anahad wrsJarw of EHto's Hopping Mad 




TGM TX 009:8-88111/116 



HELP 



out of guarantee - is to get Trilogic 
to open it up and add some special 
circuitry. This allows the monitor to 
be used with both Amiga and 
CBM 64. According to Graham Kelly 
of Triloo.it, the 1901 gives a 
surprisingly good picture, almost up 
to the quality of a Philips. 

The price of the conversion is £30, 
and a special next -day delivery 
service is available for £12 each 
way, The company'? address is 
Trilogic, Unit 1. 253B New Works 
Road, Low Moor, Bradford BD12 
OOP S (0274)691115. Alternatively 
special polarity- reversing leads 
priced £14 can be purchased from 
Trilogic This gives just 16 colours 
however and is only really suitable 
for word processing. 

A seasoned adventurer, tony 
oldbhidge, Goole, Humberside, 
writes next, with tips on his quest in 
FTL's excellent Dungeon Master. 

HELPFUL SPELLS 

LO VA - increases stamina. LO VI - 
increases health, LQZOVEN- poison, 
used by throwing. LO VI BPO - 
antidote to all poisons. LO YA BRO - 
magical forcefieW. LO YA BRO DAI N - 
increases wisdom. LO VA BRO NETA 

- increases vitality. LO OH BRO RQS 

- increases dexterity. LO FUL BRO KU 

- increases strength, LO ZO BRO RA 

- pure mans. LO FUL - magical light. 
LO ZO- antimatter spell that can open 
soma doors. LO OH EW RA - magical 
sight. LO OH EWSAR - hides you from 
monsters. LO OH 1H RA -makes room 
lighter. LO DES IR SAR - makes room 
darker. LO ZO KATH RA - frees power 
gem. (NB Caster must have a hand free 
and once dropped the gem cannot be 
retrieved,) 

OFFENSIVE SPELLS 

LO FUL IR - fireball, LO DES VEN - 
bolt ot poison, LO DES EW - harms 
rton-maleriai beings, LO OH VEN - 
eJoud of poison. LO YA BRE ROS - 
leaves a trail of poisonous footprints. 
LO OH KATH RA - lightning bort. 

DEFENSIVE SPELLS 

LO YAR IR - magical forcefteW 
(protects party). LO FUL BRO NETA - 
magical hre shield (protects party). 

LEVEL1 

For the best starting team possible 
choose Ihe following characters: Tiggy 
(most starting mana for a wizard), 
Mprfius (journeyman priest), Slamm 
(journeyman fighter) and Halk 
journeyman fighter). 

LEVEL 2 

Very straightforward, just find Ihe keys 

to the doors, 

LEVEL 3 

Chamber of the Guardian - You have 
to get the chest, Keep pressing the 
buttons until it comes out. Use The 
mirror on ihe gem on the other wall to 
open a secret room. 

The vault To open door across pit 

cast LO ZO spell. To cross pit throw an 
object on the pressure pad behind the 
doc*. 

The matrix; Follow passage until you 
reach entrance. Before you there's a 
new ending passage. Turn right and 

go down next passage on your left. 



Continue down passage until it ends 
then turn left- In Ihe second alcove on 
your right there's a button - press it. 
Carry on left and a secret alcove will 
have opened with a key in it. 

Time is of the essence: Drop all the 
objects you don't need. Then ifs a 
case Of pressing buttons and getting 
by the (raps before they catch you . Get 
the key at the end, 

Room of the gem: Place an object on 
the pressure plate to keep the pit 
closed. To kill the monsters in here gel 
them to chase you back to the pit and 
when they stand on it reopen il Get 
gem and key. 

Creature cavern: This one is fun I 
Bash the monsters and get key. 

LEVEL 4 

Another straightforward level. Find 

key 

LEVELS 

In the room with the pit |ust walk 
around until the pits opsn allowing you 
to get through the exits. In the 

forcefleld room, when you step out. go 
nght, then back, forward, left, rightand 
back - you will now be at the exit. 

LEVEL 6 

In the nddle room you need a bow, 

mirror of dawn, blue gem and gold 
coin, The slot in one of the rooms is 
also for a goW COtn. There are four keys 
to collect on this level. 

LEVEI7 

By now you should have a RA key. Use 
it on the door. Now you need to find 
three more plus a ruby and master key 
on the later levels. One RA key is on 
this level. 

LEVEL * 

Use LO DES EWlo killthe ghosts. Also 
have a fi re bomb or spell ready to blast 
thieves, There are two keys on this 
level, one of them on ihe arena floor. 
DONT PANIC - things are not as bad 
as they first seem, 

LEVEL 9 

To open the riddle door ; lighter than air 
place the Carbamile. In the room 
where the wall fires fireballs, go to first 
pressure pad, place object on it, 
backstop one and sidestep fireball, 
Now you can stand on the pad without 
being fried. Repeat until you reach the 
far end. 

LEVEL 10 

When you come out here go forward 
men turn left. Go Forward once more, 
then around the last block and forward 
until you gel to the last exit on your left. 
Take it then go south once more. Go 
around the bottom block again and 
through the left exit. You are in a room 
with two doors. In between them is a 
key . Use It to open the right door. Step 
on the pad ZOOM and make a step oft 
to the right of the forcefield- Pick up 
the objects and step back on to the 
pads. Every so often a passageway 
appears, timing is needed here to 
make an exit. 

LEVEL 11 

The clockwise room - if you go around 
a comer and tum back you are in a 
different place. Poison trap -when you 
prck up the sword just stand still until 



the poison cloud disperses. Turn 
around and walk forward one step at a 
lime releasing the poison traps 
harmlessly, and wail for them to clear, 

LEVEL 1? 

When you emerge from the 
passageway turn left. Get the objects 
though the door. Enter the large hall. 
The passageway across the hall by the 
other door leads to a network of 
passages. The monsters thai can tum 
invisible are realty tough. They only 
attack when they're whole however, 
you can hit them then. When they are 
non-material you can use LO DES EW 
or the vorpal blades. When you've 
been into all the passageways return 
to Ihe room where you first emerged. 
In that room there are invisible pits, 
only faintly outlined on the floor. To 
close them again stand on the plate. 
Go to the other passage and explore 
all the rooms. One has a button that 
opens the door in the big hall. The best 
way lo kill Ihe Knights is to get them to 
follow you into the invisible pit room, 
close the pit and when they stand over 
them open the pits again. Kill them all 
as one has a key you need. 

LEVELS 13 4 14 

Level 13 is simple if done correctly. 
First use the vorpal blades to kill the 
'Fire Prt" monsters. Then go down the 
northern passage and round the 
comer. The monsters do not follow 
you but stand at I he exit. Now you can 
use magic safely as every time they 
cast a spell at you, you can dodge 
around the comer. When all are dead 
climb down one o( the pits using the 
rope and enter level 14, the Dragon 
Level! Don't worry - he may be strong 
and powerful bul he's as thick as a 
doorknob. Use all your magical boxes 
but one on him. Circle him and keep 
attacking until he dies. Then use the 
ZO KATH RA spell to free the Gem and 
place the Fireslaff on the Gem. Now 
you're one powerful fighting force. Go 
up a level to find the Dark Lord. When 
you see him use the magical box on 
him and cast a flux cage against turn 
Whid round the other side and east 
another as it only does one side, now 
fuse it and he's history. 

Note: Both Stamm and Halk can 
cast spells usi ng the fireslaff once they 
become journeyman, wizards. 

GENERAL TIPS 

All material things can be killed using 

swords 

When you kill something always check 

the remains. 

You may have to return to upper levels 

to refill water flasks as after Level 5 

there are none. 

Moving now on to a tip for the ST 

version of ikari Warriors: When you 

get a high score, type in FREE RIDE 

to become an immortal Ikari 

Warrior. 

Continuing in the Elite theme, 
thanks must go to the very lovely jill 
BiflCH for the Hopping Mad map, the 
game which has been driving us up 
the wail with its bubblegum tune 
and four bouncing balls. 

a moffat of Glenrothes, Fife is 
wondering about . . . 

■ ... the joystick adaptors used m 
games such as Leatherneck and 
Gauntlet It that allow for up to four- 
player action, Do we need lo buy a 



different adaptor for different 
games'? 

You'll be pleased to boar, Mr Moffat, 
that you won't have to go out and 
buy another adaptor each time. The 
one adaptor (priced at Efi) is 
reuseable with any game which hag 
the four-player option and the 
necessary software routines lo 
utilise the adaptor. Microdeal 
informs us, however, that Amiga 
and ST adaptors are different in 
design and could , if plugged into the 
wrong machine, cause damage, 

Back up North again for two 
questions from s ovenv of 
Dumbarton in Scotland. 

■ Does the latest breed of 
Commodore 64/ 138 have a new 
sound chip? frn interested because 
my new 64 sounds quieter - toned 
down. And could you (ell me where 
I might buy Lords Of Midnight and 
Doomdark.'s Revenge for the 64, or 
alternatively the Besf Of Beyond 
compilation -now thai Beyond is no 
more? 

Commodore haven't changed the 
SID chip In the Commodore 64 - 
there's no reason to, as it's one of 
the best around. SID chips do have 
very minor differences in their fi Iters 
from machine to machine (unique 
puirks in effect.) As for the problem 
with quieter sounds it's probably 
your TV that's muffling the sound 
chip signal or the TV channel used 
for computer screen display la 
slightly out of alignment 

Your second probbm is not 
Beyond help, you could by Byrite, 
19, The Broadway, The Bourne, 
Southgat*, M$ 6PH S |01} 882 
4942. These classic games are 
getting on a bit which means you 
can purchase them at budget 
prices. 

The final question belongs to s 
FrrzFAmiCK, from Kirkbyin Liverpool, 
who asks: 

■ Do you know ot a lead for ihe Sega 
which allows the console to be 

linked up to a monitor? If not, can 
you give me the pin-outs from the 
Sega to make a lead. 

According to Sega, there are no 
leads available. However, their 
technical department revealed the 
pin layout as: 

1. Audio 

2. Ground 

3. Composite Video 

4. S Volts 

5. Green 

6. Red 

T. Compo site Sync 

ft. Mel 

Take care, though, because Sega 

pin layout goes against the normal 

convent! on. 



If you have any queries concerning 
computers and Electronic 
Enterta I n me nt or would like to pass 
on your hints, tips, maps and 
POKES, write to INFORMATION 
DESK, THE GAMES MACHINE, PO 
Box 10. Ludlow, Shropshire, SYS 
iDfl. You can also computer MBX 
uswithl-DTGM 



112/116TGM TX 009:8-86 



END 



UNCLE MEL'S TRIVIA QUIZ 



Before he dashed off to research background plots 
for Aliens IV, Star Wars IV (Part One) and Back To The 
future Again, NM remembered to knock off another 
original quiz to tost your reflexes and prove again 
that you art a Parson Renowned In Computer 
Knowledge (17 out of 20 will do nicety.) 



shows the Oliver Twins shrunken 
to microscopic size and living in 
armpit hair. 



1) What does the acronym RISC 
stand tar? 



2) What does the acronym HAM 
stand for in computer graphics? 

3) What games are lurking in this 
filth? 'NO CLftP BOT-AJD'. 'IRA 
DONKA'.'YERDICMQB' 

4) Who said: The true Object of all 
human life is piey", a) 

GK Chesterton, b) Samantha Fox. 
cji Jesus Christ 



5| As a percentage of total UK 
sales, what is the predicted 

software Tevenue for 16-bit games 
by Chnstmas 1988, plus or minus 



5W? 



6) Name the cesteway in Lost tn 
Space 

7) Which is the odd one out, Jay 
Stick, Dot Matrix, Anna Daptor, 
Virgin Games 



8) In which countries do the 

following magazines exist: Happy 
Computer, Ordmat&ur 2GQQ. 
Sinclair Usert 



9) Name The Fantastic Four 
superheroes of Marvel Comics, 



10) True or false? This photo 




1 1) Who took Video Kitted The 
Radio Star to Number One in 

1979? 



1 2> tn the first three months of this 
year, what was the biggest selling 
microcomputer in Britain? 



13) How do you make Cutis Pooh? 



14} What have the following got in 
common: Einstein, Archimedes, 



Esther Rantzen 

15) What have the following SF 
authors got in common: Paul 
Chapm, Rod Keen, Bunny 
Maunders, Jonathan Swift III, Leo 
Queequeg, Di JH Watson 



16>Whal is the difference between 
a3W"andadongle? 



17) In the first episode of Star Trek, 
what was the Captain's name, and 
who played him? 



18} Which black athlete featured 
on the original cover of Code 

Masters' The Race Against Tims, 
and who has replaced him? 



19) Where is silicon most 

commonly found? 



20) True or false, the heroine 
featured on Ocean's Where Time 
Stood Stiii has constipation, a 
shovel -shaped tail and ET stuck 
on her chest. 



ANSWERS 



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NEXT 
MONTH 

IN THE GAMES MACHINE! 

■ THIS IS THE BBC 

All 32 bits of it! Journey with the TGM team into the bowels of an 
Archimedes 31 as they explore Conqueror, Missile Control and 
Medusa. And Jon Bates reveals some secrets about its musical 
capacity 

■ PC SHOWCASE 

Newsfteld Exclusive! A detailed guide to the 1988 Personal 
Computer Show at Earls Court, London (September 16-1 8). All the 
glitter, excitement, people, stands, celebrities and events. 

■ CANDY PROM A BBC 

Robin Candy takes an in-depth look at GFA Artist, one of the few 
available graphics utilities for the Archimedes 

■ PARSEC PIXEL 

Amid embarrassed shuffling of feet we quietly promise, heads 
bowed, that this incredible utility wilt appear in time to be included 
in at least one issue of TGM - - next month maybe 



COMPUTER FRAUD 

Money stolen by the techna-thief will, this year, exceed cash 

robberies from banks, cars, houses and muggings put together. 

Mel Croucher investigates computerised fraud and exposes a 

new breed of criminal 

CYBERPUNK 

Stuad Wynne conciudes his mini-series by having a quiet read 

THE TELE REVOLUTION 

TV will be set alight by the satellite boom. Mel Croucher risks 
square eyes to report 

PLUS THE GAMES MACHINES incomparable look at the very 
latest in reviews - previews, boardgames, roleplay. adventures, 
play by mail, competitions, techno-gadgets, graphics, 
(breath here) not to mention Jon Bates and his personal listen- 
to-music software for the Archimedes, 

Eureka ! TGM01 displaces air on your newsagent' 3 shelves from 
August 1fl 



ADVERTISERS' 
INDEX 



Activision 46,47 

Beau Jolly 28 

British Rail 17,60 

CSS Computers 104 

Do mark 10,11 

Evesham Micros 71 

Exocet 87 

Logotron 58,78 

Fear Magazine 65 



Gremlin Graphics 32.33 

Imagine 103,1 14,1 15,b/c 

Konami 
Merlin's Kingdom 
MicroPros* 3S.39 

MSX Users' CM? 107 

Ocean 8 

Personal Computer Show 52,53 
TGM Mai I Order 93 ,94 ,95 ,96,97 
Thalamus 57 

Trt Bridge 107 

US Gold 2,3.20.63,77,100 

video Vault 106 

Worldwide Software 1 08 

WTS Electronics 107 



TGM TX 009:8-88113/116 



Your plane has ditched 

on a mountainous 

plateau somewhere in 

deepest Tibet. You and 

your companions ere 

alive but recovery from 

the impact is short-lived 

- a large shape is moving 

towards you. as it gets 

doser you rub your eyes 

in disbelief a Dinosaur! — 

where ere you., .end 
when? Now you ieam to 

survive in a world 
untouched by modem 
life - a worid frozen m 
time. Stunning graphics 
and startling action in 
this thrilling innovative 
game. 




> 













You are one of the Elite - 

a hgndpicked. crack 
trooper in battle against 

a formidable enemy. 

Yuull need all your skill to 

take advantage of every 

situation, stamina to 

keep cm going where 

others would fail and 

courage to race the 

ceaseless bornbardment 

by enemy troops. 

helicopters and artillery 

and if you survive Army 

Moves you'll have some 

great tates to tell! 





Ocean Software Limited * 6 Central Street • 





II 



:**««* v 










x 



Earns hgve passed - yet 

despite apparent 

annihilation in tt ie origina 

ARKANOID gerrie: 

Dirnefteion-controlling 

farce H DOH" has come 

back K3 Mb. and 

occupy iny the huge 

space-oraft ZARG, has 

er itered our Universe. 

ARKANOID type spece- 

flghter MIXTEC rune 

through long forgotten 

computer data until it 

finds the answer to this 

threat VAUS Z" is 

launched and speeds 

towards the threatening 

alien presence, before it 

can extract its revenge 

"The Revenge of Doh" 



01 

mJtfm 





MUBERi 



I 




5PECXRUM 



BeyondMnfiniTy lies the 

evi! galoxX dominated by 

rhe forces <af the des'pot _ 

SALAMANDER: A hero mjsr pi 

uojde his compafriors to join him on a 



CO^MOD^E 

0-95 

AMSTRAD 

Monsters of 
desrruaion. Nuc- 
• leor Spiders, Infernos 
burning like raging seas in 
torment,- Governs of Despair Demons 



journey into hell ond beyondi Organic beyond the dimensions of our minds.... 

NOW IS THE TIME.,.Y0U ARE THE HERO 



***$* 




CjEaumi 



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